public JobHandle UpdateDannmaku(DanmakuPool pool, JobHandle dependency = default(JobHandle)) { var acceleration = Acceleration * Time.deltaTime; if (acceleration.Approximately(0f)) { return(dependency); } if (Mathf.Approximately(acceleration.Size, 0f)) { return(new ApplyFixedAcceleration { Count = pool.ActiveCount, Acceleration = acceleration.Center, Speeds = pool.Speeds }.Schedule()); } else { return(new ApplyRandomAcceleration { Acceleration = acceleration.Center, Speeds = pool.Speeds }.Schedule(pool.ActiveCount, DanmakuPool.kBatchSize, dependency)); } }
private void Awake() { if (instance == null) { instance = this; } giftPool = new Queue <GameObject>(); }