protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new SpawnerSystemJob( _endSimulationEntityCommandBufferSystem.CreateCommandBuffer().ToConcurrent(), UnityEngine.Time.deltaTime, new Random((uint)UnityEngine.Random.Range(0, int.MaxValue)) ); JobHandle jobHandle = job.Schedule(this, inputDependencies); _endSimulationEntityCommandBufferSystem.AddJobHandleForProducer(jobHandle); return(jobHandle); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new SpawnerSystemJob { CommandBuffer = m_EntityCommandBufferSystem.CreateCommandBuffer() }.ScheduleSingle(this, inputDependencies); m_EntityCommandBufferSystem.AddJobHandleForProducer(job); return(job); // Assign values to the fields on your job here, so that it has // everything it needs to do its work when it runs later. // For example, // job.deltaTime = UnityEngine.Time.deltaTime; // Now that the job is set up, schedule it to be run. // return job.Schedule(this, inputDependencies); }