protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new PlayerInputJob { MoveInput = _moveInput, LookInput = _lookInput, ShootInput = _shootInput }; inputDeps = job.Schedule(this, inputDeps); barrier.AddJobHandleForProducer(inputDeps); return(inputDeps); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new PlayerInputJob { Ecb = _barrier.CreateCommandBuffer().ToConcurrent(), MoveInput = _moveInput, MouseInput = _mouseInput, LookInput = _lookInput, CustomInputs = _customInputs, CustomSticksInputs = _customSticksInputs }; inputDeps = job.Schedule(this, inputDeps); _barrier.AddJobHandleForProducer(inputDeps); return(inputDeps); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new PlayerInputJob { Left = Input.GetKey(KeyCode.A), Right = Input.GetKey(KeyCode.D), Up = Input.GetKey(KeyCode.W), //Down = Input.GetKeyDown(KeyCode.S), //UpLeft = Input.GetKeyDown(KeyCode.Q), //UpRight = Input.GetKeyDown(KeyCode.E), //DownLeft = Input.GetKeyDown(KeyCode.Z), //DownRight = Input.GetKeyDown(KeyCode.X), }; return(job.Schedule(this, 1, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var mousePos = Input.mousePosition; var ray = Camera.main.ScreenPointToRay(mousePos); if (Physics.Raycast(ray, out RaycastHit hit)) { mousePos = new float3(hit.point.x, 0, hit.point.z); } var job = new PlayerInputJob { RightClick = Input.GetMouseButtonDown(1), LeftClick = Input.GetMouseButtonDown(0), MousePosition = mousePos }; return(job.Schedule(this, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new PlayerInputJob { Horizontal = Input.GetAxisRaw("Horizontal"), Vertical = Input.GetAxisRaw("Vertical") //Left = Input.GetKeyDown(KeyCode.A), //Right = Input.GetKeyDown(KeyCode.D), //Up = Input.GetKeyDown(KeyCode.W), //Down = Input.GetKeyDown(KeyCode.S), //UpLeft = Input.GetKeyDown(KeyCode.Q), //UpRight = Input.GetKeyDown(KeyCode.E), //DownLeft = Input.GetKeyDown(KeyCode.Z), //DownRight = Input.GetKeyDown(KeyCode.X), }; // This 1 here is the InnerLoop batch. Lower numbers mean bigger jobs. return(job.Schedule(this, 1, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new PlayerInputJob { Left = Input.GetKeyDown(KeyCode.A), Right = Input.GetKeyDown(KeyCode.D), Up = Input.GetKeyDown(KeyCode.W), Down = Input.GetKeyDown(KeyCode.S), UpLeft = Input.GetKeyDown(KeyCode.Q), UpRight = Input.GetKeyDown(KeyCode.E), DownLeft = Input.GetKeyDown(KeyCode.Z), DownRight = Input.GetKeyDown(KeyCode.X), Fire = Input.GetKeyDown(KeyCode.G), MousePosition = { x = Input.mousePosition.x, y = Input.mousePosition.y } }; return(job.Schedule(this, inputDeps)); }