protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            var inputDeps1 = new AddSystemStateJob
            {
                Ecb        = m_EntityCommandBuffer.CreateCommandBuffer().ToConcurrent(),
                EntityType = GetArchetypeChunkEntityType(),
                Targets    = GetArchetypeChunkComponentType <AbilityOwnerComponent>()
            }.Schedule(m_AddSystemState, inputDeps);

            var inputDeps2 = new CleanupEntityJob
            {
                Ecb        = m_EntityCommandBuffer.CreateCommandBuffer().ToConcurrent(),
                EntityType = GetArchetypeChunkEntityType(),
            }.Schedule(m_RemoveSystemState, inputDeps);

            inputDeps = JobHandle.CombineDependencies(inputDeps, inputDeps1, inputDeps2);

            inputDeps = new RemoveElementFromDynamicBuffer
            {
                bufferFromEntity = GetBufferFromEntity <GrantedAbilityBufferElement>(),
                entities         = m_RemoveSystemState.ToEntityArray(Allocator.TempJob),
                targetComponents = m_RemoveSystemState.ToComponentDataArray <GrantedAbilitySystemStateComponent>(Allocator.TempJob)
            }.Schedule(inputDeps);

            inputDeps = new AddElementToDynamicBuffer
            {
                bufferFromEntity = GetBufferFromEntity <GrantedAbilityBufferElement>(),
                entities         = m_AddSystemState.ToEntityArray(Allocator.TempJob),
                targetComponents = m_AddSystemState.ToComponentDataArray <AbilityOwnerComponent>(Allocator.TempJob)
            }.Schedule(inputDeps);


            m_EntityCommandBuffer.AddJobHandleForProducer(inputDeps);
            return(inputDeps);
        }
Beispiel #2
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        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            // Entity has just been created.  Add the system state component
            var inputDeps1 = new AddSystemStateComponent {
                Ecb = m_EntityCommandBuffer.CreateCommandBuffer().ToConcurrent()
            }.Schedule(m_AddSystemState, inputDeps);
            var inputDeps2 = new RemoveSystemStateComponent {
                Ecb = m_EntityCommandBuffer.CreateCommandBuffer().ToConcurrent()
            }.Schedule(m_RemoveSystemState, inputDeps);

            inputDeps = JobHandle.CombineDependencies(inputDeps, inputDeps1, inputDeps2);

            inputDeps.Complete();
            inputDeps = new RemoveElementFromDynamicBuffer
            {
                bufferFromEntity      = GetBufferFromEntity <AttributeBufferElement <TModifierTag, TAttribute> >(),
                entities              = m_RemoveSystemState.ToEntityArray(Allocator.TempJob),
                systemStateComponents = m_RemoveSystemState.ToComponentDataArray <AttributeModificationActivatedSystemStateComponent <TModifierTag, TAttribute> >(Allocator.TempJob)
            }.Schedule(inputDeps);

            inputDeps = new AddElementToDynamicBuffer
            {
                bufferFromEntity = GetBufferFromEntity <AttributeBufferElement <TModifierTag, TAttribute> >(),
                entities         = m_AddSystemState.ToEntityArray(Allocator.TempJob),
                ownerComponents  = m_AddSystemState.ToComponentDataArray <AttributesOwnerComponent>(Allocator.TempJob)
            }.Schedule(inputDeps);


            // Add attribute modification pointer to actor


            // Remove attribute modification pointer from actor


            m_EntityCommandBuffer.AddJobHandleForProducer(inputDeps);
            return(inputDeps);
        }