protected override JobHandle DelayedUpdateBuffer(JobHandle inputDependencies) { var jobHandle = new EntityMorphingJob { CommandBuffer = endSimulationCommandBuffer, spawner = spawner, targetEntityType = targetEntityType, multiplier = Multiplier }.Schedule(this, inputDependencies); return(jobHandle); }
protected override JobHandle DelayedUpdateBuffer(JobHandle inputDependencies) { var jobHandle = new EntityMorphingJob { CommandBuffer = endSimulationCommandBuffer, spawner = spawner, random = new Random((uint)(UnityEngine.Random.value * 100 + 1)), targetEntityType = targetEntityType, morphChance = MorphChance }.Schedule(this, inputDependencies); return(jobHandle); }
protected override JobHandle DelayedUpdate(JobHandle inputDependencies) { EntityCommandBuffer.Concurrent commandBuffer = m_Barrier.CreateCommandBuffer().ToConcurrent(); NativeArray <SpawnerGardenEntity> spawnerArray = spawnerQuery.ToComponentDataArray <SpawnerGardenEntity>(Allocator.TempJob); var spawner = spawnerArray[0]; var jobHandle = new EntityMorphingJob { CommandBuffer = commandBuffer, spawner = spawner, targetEntityType = targetEntityType, multiplier = Multiplier }.Schedule(this, inputDependencies); m_Barrier.AddJobHandleForProducer(jobHandle); spawnerArray.Dispose(); return(jobHandle); }