protected override JobHandle OnUpdate(JobHandle inputDependencies) { var settings = GetSingleton <AntManagerSettings>(); var obstacleSpawner = GetSingleton <ObstacleSpawner>(); var obstacleBuckets = GetSingleton <ObstacleBuckets>(); var colonyPositions = colonyQuery.ToComponentDataArrayAsync <Position>(Allocator.TempJob, out JobHandle colonyHandle); inputDependencies = JobHandle.CombineDependencies(inputDependencies, colonyHandle); //@TODO: split? var job = new MovementSystemJob { DeltaTime = World.Time.DeltaTime, MapSize = settings.MapSize, OutwardStrength = settings.OutwardStrength, InwardStrength = settings.InwardStrength, ColonyPosition = colonyPositions, ObstacleRadius = obstacleSpawner.ObstacleRadius, BucketResolution = settings.BucketResolution, OstacleBuckets = obstacleBuckets, HasFoodComponent = GetComponentDataFromEntity <TagAntHasFood>(true) }; return(job.Schedule(this, inputDependencies)); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new MovementSystemJob(); job.deltaTime = UnityEngine.Time.deltaTime; return(job.Schedule(this, inputDependencies)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MovementSystemJob { DeltaTime = Time.DeltaTime }; return(job.Schedule(this, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { var moveJob = new MovementSystemJob(); moveJob.deltaTime = Time.deltaTime; // Now that the job is set up, schedule it to be run. return(moveJob.Schedule(this, inputDependencies)); }
// ============================================================================================================= protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MovementSystemJob(); job.deltaTime = Time.deltaTime; var jobHandle = job.Schedule(this, inputDeps); return(jobHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MovementSystemJob() { delta = Time.deltaTime, width = GameManagerScript.Width * 2, height = GameManagerScript.Height * 2, wrap = false, radius = 0.5f, }; var handle = job.Schedule(this, inputDeps); return(handle); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new MovementSystemJob(); // 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; job.deltaMovementWithDeltaTime = BeltObject.beltItemSlotDistance * BeltMaster.beltUpdatePerSecond * Time.DeltaTime; // Now that the job is set up, schedule it to be run. return(job.Schedule(this, inputDependencies)); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { if (GameManager.GM != null) { var moveJob = new MovementSystemJob() { topBound = GameManager.GM.topBound, bottomBound = GameManager.GM.bottomBound, deltaTime = Time.deltaTime }; return(moveJob.Schedule(this, inputDependencies)); } return(inputDependencies); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new MovementSystemJob { deltaTime = Time.DeltaTime }; // 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)); }