public void Execute([ReadOnly] ref Translation pos, [ReadOnly] ref Rotation rot, ref Move move)
            {
                //射线查询
                float3       dirNormal = Math.normalize(Math.mul(rot.Value, new float3(0, 0, 1)));
                RaycastInput input     = new RaycastInput()
                {
                    Ray = new Ray()
                    {
                        Origin    = pos.Value + dirNormal,
                        Direction = dirNormal * 1.1f
                    },
                    Filter = new CollisionFilter()
                    {
                        CategoryBits = ~0u, // all 1s, so all layers, collide with everything
                        MaskBits     = ~0u,
                        GroupIndex   = 0
                    }
                };
                RaycastHit hit = new RaycastHit();

                if (World.CastRay(input, out hit))
                {
                    move.isHit = 1;
                }
                else
                {
                    move.isHit = 0;
                }


                //检测碰撞,重设目标,移动。
                if (move.isHit == 0)
                {
                    if (Math.distancesq(move.targetPos, pos.Value) < 0.01)
                    {
                        move.targetPos = GetRandomTarget();
                        rot.Value      = quaternion.LookRotation(move.targetPos - pos.Value, new float3(0, 1, 0));
                    }
                    #region 加速度
                    if (move.speed < move.maxSpeed)
                    {
                        move.speed += move.acceleratioin * time;
                    }

                    pos.Value += Math.normalize(move.targetPos - pos.Value) * move.speed * time;
                    #endregion
                }
                else //碰到障碍,右转180度/秒
                {
                    move.speed     = 0; //减速
                    move.targetPos = math.rotate(quaternion.AxisAngle(new float3(0, 1, 0), (float)math.PI * time), (move.targetPos - pos.Value)) + pos.Value;
                    rot.Value      = quaternion.LookRotation(move.targetPos - pos.Value, new float3(0, 1, 0));
                }
            }
    public static bool Raycast(float3 RayFrom, float3 RayTo, out Unity.Physics.RaycastHit outHit, out Unity.Entities.Entity entity)
    {
        var          physicsWorldSystem = Unity.Entities.World.Active.GetExistingSystem <Unity.Physics.Systems.BuildPhysicsWorld>();
        var          collisionWorld     = physicsWorldSystem.PhysicsWorld.CollisionWorld;
        RaycastInput input = new RaycastInput()
        {
            Start  = RayFrom,
            End    = RayTo,
            Filter = new CollisionFilter()
            {
                BelongsTo    = ~0u,
                CollidesWith = ~0u,                 // all 1s, so all layers, collide with everything
                GroupIndex   = 0
            }
        };

        Unity.Physics.RaycastHit hit = new Unity.Physics.RaycastHit();
        bool haveHit = collisionWorld.CastRay(input, out hit);

        outHit = hit;
        entity = Unity.Entities.Entity.Null;

        if (haveHit)
        {
            // see hit.Position
            // see hit.SurfaceNormal
            entity = physicsWorldSystem.PhysicsWorld.Bodies[hit.RigidBodyIndex].Entity;
            return(true);
        }

        return(false);
    }
Exemple #3
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    public float3 RaycastHitLocation(float3 RayFrom, float3 Direction)
    {
        var          physicsWorldSystem = World.Active.GetExistingSystem <BuildPhysicsWorld>();
        var          collisionWorld     = physicsWorldSystem.PhysicsWorld.CollisionWorld;
        RaycastInput input = new RaycastInput()
        {
            Ray = new Unity.Physics.Ray()
            {
                Origin    = RayFrom,
                Direction = Direction
            },
            Filter = new CollisionFilter()
            {
                CategoryBits = ~0u, // all 1s, so all layers, collide with everything
                MaskBits     = ~0u,
                GroupIndex   = 0
            }
        };

        Unity.Physics.RaycastHit hit = new Unity.Physics.RaycastHit();
        bool haveHit = collisionWorld.CastRay(input, out hit);

        if (haveHit)
        {
            return(hit.Position);
        }
        return(float3.zero);
    }
        public void Raycast(float3 origin, float3 direction)
        {
            var          physicsWorldSystem = World.Active.GetExistingSystem <BuildPhysicsWorld>();
            var          collisionWorld     = physicsWorldSystem.PhysicsWorld.CollisionWorld;
            RaycastInput input = new RaycastInput()
            {
                Ray = new Ray()
                {
                    Origin    = origin,
                    Direction = direction
                },
                Filter = new CollisionFilter()
                {
                    CategoryBits = ~0u, // all 1s, so all layers, collide with everything
                    MaskBits     = ~0u,
                    GroupIndex   = 0
                }
            };

            RaycastHit hit = new RaycastHit();

            if (collisionWorld.CastRay(input, out hit))
            {
                // see hit.Position
                // see hit.SurfaceNormal
                //   Entity e = physicsWorldSystem.PhysicsWorld.Bodies[hit.RigidBodyIndex].Entity;
                Debug.Log(hit.Position);
            }
        }
    private Entity Raycast(Vector3 _from, Vector3 _to, int _belongsTo, int _collidesWith)
    {
        var physicWorldSystem    = World.DefaultGameObjectInjectionWorld.GetExistingSystem <BuildPhysicsWorld>();
        var collisionWorldSystem = physicWorldSystem.PhysicsWorld.CollisionWorld;

        var input = new RaycastInput
        {
            Start  = _from,
            End    = _to,
            Filter = new CollisionFilter
            {
                BelongsTo    = (uint)(1 << _belongsTo),
                CollidesWith = (uint)(1 << _collidesWith),
                GroupIndex   = 0
            }
        };

        RaycastHit hit     = new RaycastHit();
        bool       haveHit = collisionWorldSystem.CastRay(input, out hit);

        if (haveHit)
        {
            Entity hitEntity = physicWorldSystem.PhysicsWorld.Bodies[hit.RigidBodyIndex].Entity;
            return(hitEntity);
        }
        return(Entity.Null);
    }
Exemple #6
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        public static Entity Raycast(Vector3 mousePosition, out RaycastHit hit, BuildPhysicsWorld buildPhysicsWorldSystem)
        {
            UnityEngine.Ray inputRay = Camera.main.ScreenPointToRay(mousePosition);

            float3 RayFrom = inputRay.origin;
            float3 RayTo   = inputRay.origin + inputRay.direction * 500f;

            var collisionWorld = buildPhysicsWorldSystem.PhysicsWorld.CollisionWorld;

            RaycastInput input = new RaycastInput()
            {
                Start  = RayFrom,
                End    = RayTo,
                Filter = CollisionFilter.Default
            };

            bool haveHit = collisionWorld.CastRay(input, out hit);

            if (haveHit)
            {
                Entity e = buildPhysicsWorldSystem.PhysicsWorld.Bodies[hit.RigidBodyIndex].Entity;
                return(e);
            }

            return(Entity.Null);
        }
Exemple #7
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        public void Execute()
        {
            //创建输入
            RaycastInput raycastInput = new RaycastInput()
            {
                Start = mStartPos,
                End   = mEndPos * 100,
                //声明碰撞过滤器,用来过滤某些层级下的物体是否进行射线检测
                Filter = new CollisionFilter()
                {
                    BelongsTo = ~0u, CollidesWith = ~0u, GroupIndex = 0,
                }
            };

            Unity.Physics.RaycastHit raycastHit = new Unity.Physics.RaycastHit();

            // 发射射线去检测Entity实体
            if (physicsWorld.CollisionWorld.CastRay(raycastInput, out raycastHit))
            {
                //拿到我们射线击中的entity
                Bodies[0] = physicsWorld.Bodies[raycastHit.RigidBodyIndex];
                //拿到击中点的位置信息
                rayHitpos[0] = raycastHit.Position;
            }
        }
Exemple #8
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            /// <summary>
            /// 射线查询
            /// </summary>
            /// <param name="origin"></param>
            /// <param name="dir"></param>
            /// <returns></returns>
            int RayCast(float3 origin, float3 dir)
            {
                RaycastInput input = new RaycastInput()
                {
                    Ray = new Ray()
                    {
                        Origin    = origin,
                        Direction = dir
                    },
                    Filter = new CollisionFilter()
                    {
                        CategoryBits = ~0u, // all 1s, so all layers, collide with everything
                        MaskBits     = ~0u,
                        GroupIndex   = 0
                    }
                };
                RaycastHit hit = new RaycastHit();

                if (World.CastRay(input, out hit))
                {
                    return(1);
                }
                else
                {
                    return(0);
                }
            }
Exemple #9
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    private Entity Raycast(float3 fromPosition, float3 toPosition)
    {
        BuildPhysicsWorld buildPhysicsWorld = World.DefaultGameObjectInjectionWorld.GetExistingSystem <BuildPhysicsWorld>();
        CollisionWorld    collisionWorld    = buildPhysicsWorld.PhysicsWorld.CollisionWorld;

        RaycastInput raycastInput = new RaycastInput {
            Start  = fromPosition,
            End    = toPosition,
            Filter = new CollisionFilter {
                BelongsTo    = ~0u,
                CollidesWith = ~0u,
                GroupIndex   = 0,
            }
        };

        Unity.Physics.RaycastHit raycastHit = new Unity.Physics.RaycastHit();

        if (collisionWorld.CastRay(raycastInput, out raycastHit))
        {
            // Hit
            Entity hitEntity = buildPhysicsWorld.PhysicsWorld.Bodies[raycastHit.RigidBodyIndex].Entity;
            return(hitEntity);
        }
        else
        {
            return(Entity.Null);
        }
    }
    private Entity currentChunk(Camera mainCamera)
    {
        var          physicsWorldSystem = World.GetExistingSystem <Unity.Physics.Systems.BuildPhysicsWorld>();
        var          collisionWorld     = physicsWorldSystem.PhysicsWorld.CollisionWorld;
        RaycastInput input = new RaycastInput()
        {
            Start  = mainCamera.transform.position,
            End    = new float3(mainCamera.transform.position.x, 0, mainCamera.transform.position.z),
            Filter = new CollisionFilter()
            {
                BelongsTo    = ~0u,
                CollidesWith = ~0u, // all 1s, so all layers, collide with everything
                GroupIndex   = 0
            }
        };

        Unity.Physics.RaycastHit hit = new Unity.Physics.RaycastHit();
        bool haveHit = collisionWorld.CastRay(input, out hit);

        if (haveHit)
        {
            // see hit.Position
            // see hit.SurfaceNormal
            Entity e = physicsWorldSystem.PhysicsWorld.Bodies[hit.RigidBodyIndex].Entity;
            return(e);
        }

        return(Entity.Null);
    }
Exemple #11
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 private void MarkSelected(RaycastHit hit)
 {
     var selectedEntity = PhysicsWorld.Bodies[hit.RigidBodyIndex].Entity;
     var ballComponent = EntityManager.HasComponent<BugComponent>(selectedEntity) ? EntityManager.GetComponentData<BugComponent>(selectedEntity) : new BugComponent();
     EntityManager.AddComponent<ChainMarkComponent>(selectedEntity);
     EntityManager.SetComponentData(selectedEntity, new ChainMarkComponent { NeededColor = ballComponent.Color});
 }
Exemple #12
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    public Entity RaycastEntity(float3 RayFrom, float3 Direction)
    {
        var          physicsWorldSystem = World.Active.GetExistingSystem <BuildPhysicsWorld>();
        var          collisionWorld     = physicsWorldSystem.PhysicsWorld.CollisionWorld;
        RaycastInput input = new RaycastInput()
        {
            Ray = new Unity.Physics.Ray()
            {
                Origin    = RayFrom,
                Direction = Direction
            },
            Filter = new CollisionFilter()
            {
                CategoryBits = ~0u, // all 1s, so all layers, collide with everything
                MaskBits     = ~0u,
                GroupIndex   = 0
            }
        };

        Unity.Physics.RaycastHit hit = new Unity.Physics.RaycastHit();
        bool haveHit = collisionWorld.CastRay(input, out hit);

        if (haveHit)
        {
            // see hit.Position
            // see hit.SurfaceNormal
            Entity e = physicsWorldSystem.PhysicsWorld.Bodies[hit.RigidBodyIndex].Entity;
            return(e);
        }
        return(Entity.Null);
    }
    private bool Raycast(float3 from, float3 to, out float3 point, out Entity entity)
    {
        BuildPhysicsWorld physicsWorld   = World.GetOrCreateSystem <BuildPhysicsWorld>();
        CollisionWorld    collisionWorld = physicsWorld.PhysicsWorld.CollisionWorld;

        RaycastInput raycastInput = new RaycastInput
        {
            Start  = from,
            End    = to,
            Filter = new CollisionFilter
            {
                BelongsTo    = ~0u,
                CollidesWith = ~0u,
                GroupIndex   = 0
            }
        };

        var hit = new Unity.Physics.RaycastHit();

        if (collisionWorld.CastRay(raycastInput, out hit))
        {
            point  = hit.Position;
            entity = hit.Entity;
            return(true);
        }

        point  = hit.Position;
        entity = hit.Entity;
        return(false);
    }
Exemple #14
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    protected override void OnUpdate()
    {
        var   collisionWorld = builtInPhysicsWorld.PhysicsWorld.CollisionWorld;
        float deltaTime      = Time.DeltaTime;

        Entities
        .WithoutBurst()
        .ForEach((ref Speed speed, in Translation translation, in Direction direction, in PhysicsCollider collider) =>
        {
            if (speed.Value > 0)
            {
                RaycastInput input = new RaycastInput()
                {
                    Start  = translation.Value,
                    End    = translation.Value + new float3(0.1350121f * direction.Value, 0, 0),
                    Filter = collider.Value.Value.Filter
                };
                Unity.Physics.RaycastHit hit = new Unity.Physics.RaycastHit();
                Debug.DrawLine(translation.Value, translation.Value + new float3(0.12f * direction.Value, 0, 0));
                if (collisionWorld.CastRay(input, out hit))
                {
                    speed.Value = 0;
                }
            }
        }).Run();
    // raycast caring about both where and what was hit
    private bool Raycast(float3 fromPosition, float3 toPosition, ref Unity.Physics.RaycastHit hit, ref Entity e)
    {
        BuildPhysicsWorld buildPhysicsWorld = World.DefaultGameObjectInjectionWorld.GetExistingSystem <Unity.Physics.Systems.BuildPhysicsWorld>(); //Get the build physics world
        CollisionWorld    collisionWorld    = buildPhysicsWorld.PhysicsWorld.CollisionWorld;                                                       //get the collision world

        RaycastInput raycastInput = new RaycastInput {
            Start  = fromPosition,
            End    = toPosition,
            Filter = new CollisionFilter {
                BelongsTo    = ~0u, // belongs to all layers
                CollidesWith = ~0u, // collides with all layers
                GroupIndex   = 0,   // a new group
            }
        };

        if (collisionWorld.CastRay(raycastInput, out hit)) // use the collision world to cast a ray
        // hit something
        {
            e = buildPhysicsWorld.PhysicsWorld.Bodies[hit.RigidBodyIndex].Entity;
            return(true);
        }
        else
        {
            return(false);
        }
    }
    private float DistanceToGround(Camera mainCamera)
    {
        var          physicsWorldSystem = World.GetExistingSystem <Unity.Physics.Systems.BuildPhysicsWorld>();
        var          collisionWorld     = physicsWorldSystem.PhysicsWorld.CollisionWorld;
        RaycastInput input = new RaycastInput()
        {
            Start  = mainCamera.transform.position,
            End    = new float3(mainCamera.transform.position.x, 0, mainCamera.transform.position.z),
            Filter = new CollisionFilter()
            {
                BelongsTo    = ~0u,
                CollidesWith = ~0u, // all 1s, so all layers, collide with everything
                GroupIndex   = 0
            }
        };

        Unity.Physics.RaycastHit hit = new Unity.Physics.RaycastHit();
        bool haveHit = collisionWorld.CastRay(input, out hit);

        if (haveHit)
        {
            return(math.length(hit.Position - new float3(mainCamera.transform.position)));
        }

        return(0f);
    }
    public static bool CastRay(float3 start, float3 end, out Unity.Physics.RaycastHit result, CollisionWorld world, CollisionFilter filter)
    {
        var input = new RaycastInput
        {
            Start  = start,
            End    = end,
            Filter = filter,
        };

        return(world.CastRay(input, out result));
    }
    public static void SingleRayCast(CollisionWorld world, RaycastInput input, ref RaycastHit result, JobHandle inputDeps)
    {
        NativeArray <RaycastInput> rayCommands = new NativeArray <RaycastInput>(1, Allocator.TempJob);
        NativeArray <RaycastHit>   rayResults  = new NativeArray <RaycastHit>(1, Allocator.TempJob);

        rayCommands[0] = input;
        var handle = ScheduleBatchRayCast(world, rayCommands, rayResults, inputDeps);

        handle.Complete();
        result = rayResults[0];
        rayCommands.Dispose();
        rayResults.Dispose();
    }
Exemple #19
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 private void MouseHoverFormations()
 {
     if (!Input.GetMouseButton(1) && !_isDragging)
     {
         Unity.Physics.RaycastHit hit = SingleRaycast();
         if (hit.Entity != Entity.Null)
         {
         }
         else
         {
         }
     }
 }
    public static void SingleRayCast(Unity.Physics.CollisionWorld world, Unity.Physics.RaycastInput input,
                                     ref Unity.Physics.RaycastHit result)
    {
        var rayCommands = new NativeArray <Unity.Physics.RaycastInput>(1, Allocator.TempJob);
        var rayResults  = new NativeArray <Unity.Physics.RaycastHit>(1, Allocator.TempJob);

        rayCommands[0] = input;
        var handle = ScheduleBatchRayCast(world, rayCommands, rayResults);

        handle.Complete();
        result = rayResults[0];
        rayCommands.Dispose();
        rayResults.Dispose();
    }
Exemple #21
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        private bool Raycast(float3 rayFrom, float3 rayTo, out RaycastHit raycastHit)
        {
            var input = new RaycastInput()
            {
                Start  = rayFrom,
                End    = rayTo,
                Filter = new CollisionFilter
                {
                    BelongsTo    = (uint)CollisionLayers.Selection,
                    CollidesWith = (uint)(CollisionLayers.Ground | CollisionLayers.Units)
                }
            };

            return(_collisionWorld.CastRay(input, out raycastHit));
        }
        public bool Raycast(float3 rayFrom, float3 rayTo, out RaycastHit hit)
        {
            var collisionWorld = m_physicsWorldSystem.PhysicsWorld.CollisionWorld;
            var input          = new RaycastInput()
            {
                Start  = rayFrom,
                End    = rayTo,
                Filter = CollisionFilter.Default
            };

            var haveHit = collisionWorld.CastRay(input, out var hitResult);

            hit = hitResult;
            return(haveHit);
        }
        public JobHandle SingleRayCast(RaycastInput input, ref RaycastHit result)
        {
            var rayCommands = new NativeArray <RaycastInput>(1, Allocator.TempJob);
            var rayResults  = new NativeArray <RaycastHit>(1, Allocator.TempJob);

            rayCommands[0] = input;
            var handle = ScheduleBatchRayCast(rayCommands, rayResults);

            handle.Complete();
            result = rayResults[0];
            Debug.Log($"collisionPos{result.Position}");
            rayCommands.Dispose();
            rayResults.Dispose();
            handle.Complete();
            return(handle);
        }
Exemple #24
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        public Entity Raycast(float3 RayFrom, float3 RayTo)
        {
            var physicsWorldSystem = Unity.Entities.World.DefaultGameObjectInjectionWorld.GetExistingSystem <BuildPhysicsWorld>();
            var collisionWorld     = physicsWorldSystem.PhysicsWorld.CollisionWorld;
            var input = new RaycastInput()
            {
                Start  = RayFrom,
                End    = RayTo,
                Filter = new CollisionFilter()
                {
                    BelongsTo        = 1u << 3,
                        CollidesWith = 1u << 3,
                        GroupIndex   = 0
                }
            };

            var hit     = new RaycastHit();
            var haveHit = collisionWorld.CastRay(input, out hit);

//            if (haveHit)
//            {
//                for (int c = 0; c < hits.Length; c++)
//                {
//                    var hit = hits[c];
//                    var e   = physicsWorldSystem.PhysicsWorld.Bodies[hit.RigidBodyIndex].Entity;
//                    EventQueue.Enqueue(new EventBubbleData
//                    {
//                        EventEntity = e,
//                        Hit         = hit,
//                    });
//                }
//            }

            if (haveHit)
            {
                // see hit.Position
                // see hit.SurfaceNormal
                var e = physicsWorldSystem.PhysicsWorld.Bodies[hit.RigidBodyIndex].Entity;
                EventQueue.Enqueue(new EventBubbleData
                {
                    EventEntity = e,
                    Hit         = hit,
                });
                return(e);
            }
            return(Entity.Null);
        }
            public void Execute([ReadOnly] ref Translation pos, [ReadOnly] ref Rotation rot, ref Move move)
            {
                float3       dirNormal = Math.normalize(Math.mul(rot.Value, new float3(0, 0, 1)));
                RaycastInput input     = new RaycastInput()
                {
                    Ray = new Ray()
                    {
                        Origin    = pos.Value + dirNormal * 0.51f,
                        Direction = dirNormal * 1.1f
                    },
                    Filter = new CollisionFilter()
                    {
                        CategoryBits = ~0u, // all 1s, so all layers, collide with everything
                        MaskBits     = ~0u,
                        GroupIndex   = 0
                    }
                };
                RaycastHit hit = new RaycastHit();

                if (World.CastRay(input, out hit))
                {
                    // see hit.Position
                    move.isHit = 1;
                    // Debug.Log(hit.Position);
                }
                else
                {
                    move.isHit = 0;
                }


                //检测碰撞,重设目标,移动。
                if (move.isHit == 0)
                {
                    if (Math.distancesq(move.targetPos, pos.Value) < 0.01)
                    {
                        move.targetPos = GetRandomTarget();
                        rot.Value      = quaternion.LookRotation(move.targetPos - pos.Value, new float3(0, 1, 0));
                    }
                    pos.Value += Math.normalize(move.targetPos - pos.Value) * time;
                }
                else
                {
                    move.targetPos = GetRandomTarget();
                    rot.Value      = quaternion.LookRotation(move.targetPos - pos.Value, new float3(0, 1, 0));
                }
            }
Exemple #26
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    private float3 MouseToWorldPosition(Vector2 mousePos, Camera cam)
    {
        RaycastInput RaycastInput = new RaycastInput
        {
            Start = cam.transform.position,
            End   = cam.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y, cam.farClipPlane)),

            Filter = CollisionFilter.Default
        };

        CollisionWorld collisionWorld = EntityManager.World.GetExistingSystem <BuildPhysicsWorld>().PhysicsWorld.CollisionWorld;

        Unity.Physics.RaycastHit hit = new Unity.Physics.RaycastHit();

        RayCastJobUtils.SingleRayCast(collisionWorld, RaycastInput, ref hit);

        return(hit.Fraction == 0 ? RaycastInput.End : hit.Position);
    }
Exemple #27
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        public void OnMouseLeftButton(InputAction.CallbackContext context)
        {
            BuildPhysicsWorld stepWorld      = World.GetOrCreateSystem <BuildPhysicsWorld>();
            CollisionWorld    collisionWorld = stepWorld.PhysicsWorld.CollisionWorld;
            Ray          ray          = Camera.main.ScreenPointToRay(mousePosition);
            RaycastInput raycastInput = new RaycastInput
            {
                Start  = ray.origin,
                End    = ray.origin + ray.direction * 1000f,
                Filter = CollisionFilter.Default,
            };
            RaycastHit closestHit = new RaycastHit();

            if (collisionWorld.CastRay(raycastInput, out closestHit))
            {
                Bang(closestHit.Position);
            }
        }
Exemple #28
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    private Unity.Physics.RaycastHit SingleRaycast()
    {
        UnityEngine.Ray ray          = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastInput    raycastInput = new RaycastInput {
            Start  = ray.origin,
            End    = ray.GetPoint(2000f),
            Filter = new CollisionFilter()
            {
                BelongsTo    = ~0u,
                CollidesWith = ~0u, // all 1s, so all layers, collide with everything
                GroupIndex   = 0
            }
        };

        Unity.Physics.RaycastHit hit = new Unity.Physics.RaycastHit();
        RaycastUtils.SingleRayCast(_world, raycastInput, ref hit, this.Dependency);
        return(hit);
    }
    protected override void OnUpdate()
    {
        Entities
        .WithoutBurst()
        .ForEach((Entity entity, ref Attack attack, ref AlreadyAttackData alreadyAttack, in Translation translation, in Direction direction, in PhysicsCollider collider) =>
        {
            var collisionWorld = builtInPhysicsWorld.PhysicsWorld.CollisionWorld;
            if ((attack.attack > 0 || EntityManager.GetName(entity) == "Boss") && !alreadyAttack.Value)
            {
                RaycastInput input = new RaycastInput()
                {
                    Start  = translation.Value + new float3(attack.attackMargin * direction.Value, 0, 0),
                    End    = translation.Value + new float3(attack.attackDistance * direction.Value, 0, 0),
                    Filter = collider.Value.Value.Filter
                };

                Unity.Physics.RaycastHit hit = new Unity.Physics.RaycastHit();
                Debug.DrawLine(translation.Value + new float3(attack.attackMargin * direction.Value, 0, 0), translation.Value + new float3(attack.attackDistance * direction.Value, 0, 0));
                if (collisionWorld.CastRay(input, out hit))
                {
                    Entity hitEntity = builtInPhysicsWorld.PhysicsWorld.Bodies[hit.RigidBodyIndex].Entity;
                    if (EntityManager.HasComponent <TakeDamage>(hitEntity) && !EntityManager.GetComponentData <TakeDamage>(hitEntity).alreadyTakeDamage&& attack.attack > 0)
                    {
                        EntityManager.SetComponentData(hitEntity, new TakeDamage {
                            takeDamage = true, damage = attack.attackDamage, attackDirection = direction.Value
                        });
                        alreadyAttack.Value = true;
                    }
                    if (EntityManager.HasComponent <TakeDamage>(hitEntity) && attack.attack == 0)
                    {
                        Debug.Log(hitEntity.Index);
                        EntityManager.SetComponentData(entity, new StrikeData {
                            Value = true
                        });
                    }
                }
                else if (attack.attack == 0)
                {
                    EntityManager.SetComponentData(entity, new StrikeData {
                        Value = false
                    });
                }
            }
        }).Run();
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        var physicsWorldSystem = Unity.Entities.World.Active.GetExistingSystem <Unity.Physics.Systems.BuildPhysicsWorld>();
        var collisionWorld     = physicsWorldSystem.PhysicsWorld.CollisionWorld;

        var mousePostion = Input.mousePosition;
        var unityRay     = Camera.main.ScreenPointToRay(mousePostion);
        var ray          = new Unity.Physics.Ray(unityRay.origin, unityRay.direction * 10000);

        Unity.Physics.RaycastInput input = new Unity.Physics.RaycastInput()
        {
            Ray    = ray,
            Filter = new CollisionFilter()
            {
                CategoryBits = ~0u,
                MaskBits     = ~0u,
                GroupIndex   = 0
            }
        };

        Unity.Physics.RaycastHit hit = new Unity.Physics.RaycastHit();

        SingleRayCast(collisionWorld, input, ref hit);
        bool haveHit = collisionWorld.CastRay(input, out hit);

        if (haveHit)
        {
            mousePostion = new float3(hit.Position.x, hit.Position.y, hit.Position.z);
        }

        //Debug.Log("Mouse Positon: " + mousePostion);

        var job = new MouseInputJob
        {
            leftClick     = Input.GetMouseButtonDown(0),
            rightClick    = Input.GetMouseButtonDown(1),
            mousePosition = mousePostion
        };


        return(job.Schedule(this, inputDeps));
    }