Esempio n. 1
0
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
//        Debug.Log("Return to ball pos relative system going");
        // if (!Mathf.Approximately(PlayTimeSettings.returnToGroupPosRelative, 0))
        {
            float returnStrength;
            if (!Mathf.Approximately(PlayTimeSettings.returnToGroupPosRelativeFast, 0))
            {
                returnStrength = PlayTimeSettings.returnToGroupPosRelativeFast;
            }
            else
            {
                returnStrength = PlayTimeSettings.returnToGroupPosRelative;
            }
            var job = new AddPosition {
                returnToRelPosStrength = returnStrength
            };
            return(job.Schedule(this, inputDeps));
        }
        //else
        //{
        //    Debug.Log("NOTHIN FROM WHIRL");
        //    var job = new NothingJob { };
        //    return job.Schedule(this, inputDeps);
        //}
    }
Esempio n. 2
0
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        var job = new AddPosition {
            implodeStrength = PlayTimeSettings.getGroupImplodeStrength()
        };

        return(job.Schedule(this, inputDeps));
    }
Esempio n. 3
0
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        // if (!Mathf.Approximately(PlayTimeSettings.whirlStrength, 0))
        // {
        var job = new AddPosition
        {
            firstBallInGroupCurrentPos          = BallShooter.firstBallOfLastEntityGroupCurrentPos,
            firstBallInGroupOriginalRelativePos = BallShooter.firstBallOfLastEntityGroupOriginalRelativePos,
            whirlStrength = PlayTimeSettings.whirlStrength
        };

        return(job.Schedule(this, inputDeps));
        //}
        //else
        //{
        //    var job = new NothingJob { };
        //    return job.Schedule(this, inputDeps);
        //}
    }