// Update is called once per frame void Update() { m_Job = new MeshJob() { deltaTime = Time.deltaTime, moveSpeed = Vector3.right * SpeedParam, ListV = Listpt, Length = Count }; m_JobHandle = m_Job.Schedule(Count, 64); }
static bool TryAllocMeshJob(out MeshJob job, float duration, bool depthTest, CullMode cullMode, bool shaded) { //shaded = true; if (!isEnabledAndPlaying) { job = new MeshJob(); return(false); } job = instance.AllocMeshJob(duration, depthTest, cullMode, shaded); return(true); }
void ScheduleNewJob() { job = new MeshJob() { vertices = vertices, uvs = uvs, length = length, width = width, t = t }; handle = job.Schedule(); }
protected override void OnUpdate() { delta += (Time.DeltaTime * meshController.speed); MeshJob meshJob = new MeshJob() { s = meshController.yScale, d = delta, noiseScale = meshController.noiseScale, size = meshController.size, vertices = meshController.vertices }; var jh = meshJob.Schedule(meshController.vertices.Length, 64, Dependency); jh.Complete(); meshController.mesh.vertices = meshController.vertices.ToArray(); meshController.mesh.RecalculateNormals(); }
public MeshJob AllocMeshJob(float duration, bool depthTest, CullMode cullMode, bool shaded) { var job = new MeshJob(m_MeshJobs); job.remainingDuration = duration; job.depthTest = depthTest; job.color = Color.white; if (shaded) { job.material = m_ShadedMaterials[depthTest ? 1 : 0, (int)cullMode]; } else { job.material = m_ColoredMaterials[depthTest ? 1 : 0, (int)cullMode]; } return(job); }