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)); }
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); }