// Update is called once per frame
 void Update()
 {
     m_Job = new MeshJob()
     {
         deltaTime = Time.deltaTime,
         moveSpeed = Vector3.right * SpeedParam,
         ListV     = Listpt,
         Length    = Count
     };
     m_JobHandle = m_Job.Schedule(Count, 64);
 }
Beispiel #2
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        static bool TryAllocMeshJob(out MeshJob job, float duration, bool depthTest, CullMode cullMode, bool shaded)
        {
            //shaded = true;
            if (!isEnabledAndPlaying)
            {
                job = new MeshJob();
                return(false);
            }

            job = instance.AllocMeshJob(duration, depthTest, cullMode, shaded);
            return(true);
        }
Beispiel #3
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    void ScheduleNewJob()
    {
        job = new MeshJob()
        {
            vertices = vertices,
            uvs      = uvs,
            length   = length,
            width    = width,
            t        = t
        };

        handle = job.Schedule();
    }
Beispiel #4
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    protected override void OnUpdate()
    {
        delta += (Time.DeltaTime * meshController.speed);
        MeshJob meshJob = new MeshJob()
        {
            s          = meshController.yScale,
            d          = delta,
            noiseScale = meshController.noiseScale,
            size       = meshController.size,
            vertices   = meshController.vertices
        };

        var jh = meshJob.Schedule(meshController.vertices.Length, 64, Dependency);

        jh.Complete();
        meshController.mesh.vertices = meshController.vertices.ToArray();
        meshController.mesh.RecalculateNormals();
    }
Beispiel #5
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            public MeshJob AllocMeshJob(float duration, bool depthTest, CullMode cullMode, bool shaded)
            {
                var job = new MeshJob(m_MeshJobs);

                job.remainingDuration = duration;
                job.depthTest         = depthTest;
                job.color             = Color.white;

                if (shaded)
                {
                    job.material = m_ShadedMaterials[depthTest ? 1 : 0, (int)cullMode];
                }
                else
                {
                    job.material = m_ColoredMaterials[depthTest ? 1 : 0, (int)cullMode];
                }

                return(job);
            }