Esempio n. 1
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    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        var entityType = GetArchetypeChunkEntityType();

        JobHandle playerHandle;
        var       playerEntity = playerGroup.ToEntityArray(Allocator.TempJob, out playerHandle);

        var updateJob = new UpdateJob
        {
            snapshotFromEntity = GetBufferFromEntity <ShipSnapshotData>(),
            targetTick         = NetworkTimeSystem.interpolateTargetTick
        };

        inputDeps = updateJob.Schedule(this, inputDeps);
        var destroyJob = new DestroyJob
        {
            commandBuffer         = m_Barrier.CreateCommandBuffer().ToConcurrent(),
            entityType            = entityType,
            playerEntity          = playerEntity,
            playerStateFromEntity = GetComponentDataFromEntity <PlayerStateComponentData>()
        };

        inputDeps = destroyJob.Schedule(destroyGroup, JobHandle.CombineDependencies(inputDeps, playerHandle));
        m_Barrier.AddJobHandleForProducer(inputDeps);
        return(inputDeps);
    }
Esempio n. 2
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        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            var settings = GetSingleton <SettingsComponent>();

            var cachedEntities = new NativeArray <Entity>(settings.Width * settings.Height, Allocator.TempJob);

            var helper = new ArrayHelper(settings.Width, settings.Height);

            var cacheJob = new CacheJob
            {
                CachedEntities = cachedEntities,
                Entities       = _positionsQuery.ToEntityArray(Allocator.TempJob),
                Positions      = _positionsQuery.ToComponentDataArray <PositionComponent>(Allocator.TempJob),
                Helper         = helper
            };

            var destroyJob = new DestroyJob
            {
                CachedEntities    = cachedEntities,
                CommandBuffer     = _commandBuffer.CreateCommandBuffer(),
                ClickedComponents = _clickedQuery.ToComponentDataArray <ClickedComponent>(Allocator.TempJob),
                InGroup           = GetComponentDataFromEntity <InGroupComponent>(true),
                Helper            = helper,
                MinGroupSize      = settings.MinGroupSize
            };

            var jobHandle = cacheJob.Schedule(_positionsQuery.CalculateEntityCount(), 32, inputDeps);

            jobHandle = destroyJob.Schedule(jobHandle);

            _commandBuffer.AddJobHandleForProducer(jobHandle);

            return(jobHandle);
        }
    protected override void OnUpdate()
    {
        var entityType = GetEntityTypeHandle();

        var playerEntity            = GetSingletonEntity <NetworkIdComponent>();
        var commandTargetFromEntity = GetComponentDataFromEntity <CommandTargetComponent>();

        var commandBuffer = m_Barrier.CreateCommandBuffer().AsParallelWriter();

        Entities.WithNone <GhostShipState>().WithAll <ShipTagComponentData, PredictedGhostComponent>().ForEach((Entity entity) => {
            var state          = commandTargetFromEntity[playerEntity];
            state.targetEntity = entity;
            commandTargetFromEntity[playerEntity] = state;
            commandBuffer.AddComponent(0, entity, new GhostShipState());
        }).Schedule();

        var destroyJob = new DestroyJob
        {
            commandBuffer           = commandBuffer,
            entityType              = entityType,
            playerEntity            = playerEntity,
            commandTargetFromEntity = GetComponentDataFromEntity <CommandTargetComponent>()
        };
        var inputDeps = destroyJob.Schedule(m_DestroyGroup, Dependency);

        m_Barrier.AddJobHandleForProducer(inputDeps);
        Dependency = inputDeps;
    }
Esempio n. 4
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    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        endSimulationBuffer = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>();
        DestroyJob job       = new DestroyJob(endSimulationBuffer.CreateCommandBuffer());
        JobHandle  jobHandle = job.Schedule(this, inputDeps);

        endSimulationBuffer.AddJobHandleForProducer(jobHandle);
        return(jobHandle);
    }
Esempio n. 5
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    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        DestroyJob destroyJob = new DestroyJob
        {
            entityCommandBuffer = endSimulationEntityCommandBuffer.CreateCommandBuffer().ToConcurrent()
        };

        JobHandle jobHandle = destroyJob.Schedule(this, inputDeps);

        endSimulationEntityCommandBuffer.AddJobHandleForProducer(jobHandle);
        return(jobHandle);
    }
Esempio n. 6
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    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        var job = new DestroyJob()
        {
            limit         = GameDataManager.instance.AsteroidCount,
            CommandBuffer = endSimCommandBufferSystem.CreateCommandBuffer().ToConcurrent()
        };

        var jobHandle = job.Schedule(this, inputDeps);

        endSimCommandBufferSystem.AddJobHandleForProducer(jobHandle);
        return(jobHandle);
    }
Esempio n. 7
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        protected override JobHandle OnUpdate(JobHandle handle)
        {
            var commandBuffer = commandBufferSystem.CreateCommandBuffer();

            var destroyJob = new DestroyJob {
                CommandBuffer = commandBuffer,
            };

            handle = HandleMessage(handle, commandBuffer);
            handle = destroyJob.Schedule(this, handle);
            commandBufferSystem.AddJobHandleForProducer(handle);

            return(handle);
        }
        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            DestroyJob lifetimeJob = new DestroyJob
            {
                Entities      = _destroyGroup.Entities,
                ToDestroy     = _destroyGroup.ToDestroy,
                CommandBuffer = _jobBarrier.CreateCommandBuffer().ToConcurrent()
            };

            var jobHandle = lifetimeJob.Schedule(_destroyGroup.Length, 500, inputDeps);

            jobHandle.Complete();

            return(jobHandle);
        }
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        inputDeps = base.OnUpdate(inputDeps);

        var entityType = GetArchetypeChunkEntityType();

        JobHandle playerHandle;
        var       playerEntity = m_PlayerGroup.ToEntityArray(Allocator.TempJob, out playerHandle);

        var destroyJob = new DestroyJob
        {
            commandBuffer           = m_Barrier.CreateCommandBuffer().ToConcurrent(),
            entityType              = entityType,
            playerEntity            = playerEntity,
            commandTargetFromEntity = GetComponentDataFromEntity <CommandTargetComponent>()
        };

        inputDeps = destroyJob.Schedule(m_DestroyGroup, JobHandle.CombineDependencies(inputDeps, playerHandle));
        m_Barrier.AddJobHandleForProducer(inputDeps);
        return(inputDeps);
    }