protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new BulletJob { deltaTime = Time.deltaTime }; return(job.Schedule(this, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var topGroup = World.GetExistingSystem <ServerSimulationSystemGroup>(); var job = new BulletJob { deltaTime = topGroup.UpdateDeltaTime }; return(job.Schedule(this, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var predictionGroup = World.GetExistingSystem <GhostPredictionSystemGroup>(); var job = new BulletJob { tick = predictionGroup.PredictingTick, deltaTime = Time.DeltaTime }; return(job.Schedule(this, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var bulletJob = new BulletJob { commandBuffer = barrier.CreateCommandBuffer().ToConcurrent(), deltaTime = Time.deltaTime }; var handle = bulletJob.Schedule(this, inputDeps); barrier.AddJobHandleForProducer(handle); return(handle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var topGroup = World.GetExistingSystem <ServerSimulationSystemGroup>(); var bulletJob = new BulletJob { commandBuffer = barrier.CreateCommandBuffer().ToConcurrent(), deltaTime = topGroup.UpdateDeltaTime }; var handle = bulletJob.Schedule(this, inputDeps); barrier.AddJobHandleForProducer(handle); return(handle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var bulletJob = new BulletJob { CommandBuffer = endSimulationEntityCommandBufferSystem.CreateCommandBuffer().ToConcurrent() }; var bulletJobHandle = bulletJob.Schedule(this, inputDeps); endSimulationEntityCommandBufferSystem.AddJobHandleForProducer(bulletJobHandle); return(bulletJobHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var topGroup = World.GetExistingSystem <ClientSimulationSystemGroup>(); var job = new BulletJob { targetTick = m_NetworkTimeSystem.predictTargetTick, deltaTime = topGroup.UpdateDeltaTime, snapshotFromEntity = GetBufferFromEntity <BulletSnapshotData>() }; return(job.Schedule(this, inputDeps)); }
protected override void OnUpdate() { var translationType = GetArchetypeChunkComponentType <Translation>(); var bulletComponentType = GetArchetypeChunkComponentType <BulletComponent>(); var entityType = GetArchetypeChunkEntityType(); var job = new BulletJob { deltaTime = Time.DeltaTime, commandBuffer = barrier.CreateCommandBuffer().ToConcurrent(), bulletComponentType = bulletComponentType, translationType = translationType, entityType = entityType, }; Dependency = job.Schedule(group, Dependency); barrier.AddJobHandleForProducer(Dependency); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { //return new JobHandle(); ///* if (bulletsQuery.CalculateEntityCount() == 0) { return(new JobHandle()); } BulletJob job = new BulletJob { time = UnityEngine.Time.time, bullets = bulletsQuery.ToComponentDataArray <ZoxID>(Allocator.TempJob), //bullets.AsDeferredJobArray(), bulletPositions = bulletsQuery.ToComponentDataArray <Translation>(Allocator.TempJob), }; JobHandle handle = job.Schedule(this, inputDeps); handle.Complete(); job.bullets.Dispose(); job.bulletPositions.Dispose(); return(handle); //*/ }