private JobHandle SetupValidationGrid(JobHandle inputDeps) { var initializeValidationGridJobHandle = new InitializeValidationGridJob { CommandBuffer = this._endFrameBarrier.CreateCommandBuffer().ToConcurrent(), Tiles = this._tilesGroup.ToComponentDataArray <FinalTileComponent>(Allocator.TempJob), }.Schedule(this, inputDeps); this._endFrameBarrier.AddJobHandleForProducer(initializeValidationGridJobHandle); return(initializeValidationGridJobHandle); }
private JobHandle SetupValidationGrid(JobHandle inputDeps) { var playerPos = PlayerSpawningSystem.PlayerPosition; var playerPosition = new float2(playerPos.x, playerPos.y); var initializeValidationGridJobHandle = new InitializeValidationGridJob { CommandBuffer = this._endFrameBarrier.CreateCommandBuffer().ToConcurrent(), Tiles = this._tilesGroup.ToComponentDataArray <FinalTileComponent>(Allocator.TempJob), PlayerPosition = playerPosition }.Schedule(this, inputDeps); this._endFrameBarrier.AddJobHandleForProducer(initializeValidationGridJobHandle); return(initializeValidationGridJobHandle); }
private JobHandle SetupValidationGrid(JobHandle inputDeps) { var playerPos = PlayerSpawningSystem.PlayerPosition; var playerPosition = new float2(playerPos.x, playerPos.y); var positionComponents = this._exitsGroup.ToComponentDataArray <PositionComponent>(Allocator.TempJob); var positions = new NativeArray <float2>(positionComponents.Length + 1, Allocator.TempJob); for (var i = 0; i < positionComponents.Length; i++) { positions[i] = positionComponents[i].CurrentPosition; } positions[positions.Length - 1] = playerPosition; positionComponents.Dispose(); var initializeValidationGridJobHandle = new InitializeValidationGridJob { CommandBuffer = this._endFrameBarrier.CreateCommandBuffer().ToConcurrent(), Tiles = this._tilesGroup.ToComponentDataArray <FinalTileComponent>(Allocator.TempJob), Positions = positions }.Schedule(this, inputDeps); this._endFrameBarrier.AddJobHandleForProducer(initializeValidationGridJobHandle); return(initializeValidationGridJobHandle); }