protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            var moveForwardRotationJob = new MoveForwardRotation
            {
                dt = UnityEngine.Time.deltaTime
            };

            return(moveForwardRotationJob.Schedule(this, inputDeps));
        }
        // =============================================================================================================
        /// <summary>
        /// This runs our jobs and reads in our input dependencies and return to us.
        /// </summary>
        /// <param name="inputDeps">Input dependencies</param>
        /// <returns></returns>
        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            //Create a new Job, set a value that our query needs and execute what we want.
            var moveForwardRotationJob = new MoveForwardRotation
            {
                myDeltaTime = Time.deltaTime
            };

            //Add to our job schedule and we are set.
            return(moveForwardRotationJob.Schedule(this, inputDeps));
        }
Example #3
0
        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            var moveForwardRotationJob = new MoveForwardRotation
            {
                positions  = m_MoveForwardRotationGroup.GetComponentDataArray <Position>(),
                rotations  = m_MoveForwardRotationGroup.GetComponentDataArray <Rotation>(),
                moveSpeeds = m_MoveForwardRotationGroup.GetComponentDataArray <MoveSpeed>(),
                dt         = Time.deltaTime
            };
            var moveForwardRotationJobHandle = moveForwardRotationJob.Schedule(m_MoveForwardRotationGroup.CalculateLength(), 64, inputDeps);

            return(moveForwardRotationJobHandle);
        }