protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MoveSystemJob(); job.DeltaTime = Time.deltaTime; return(job.Schedule(this, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new MoveSystemJob { deltaTime = UnityEngine.Time.deltaTime }; // Now that the job is set up, schedule it to be run. return(job.Schedule(this, inputDependencies)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MoveSystemJob { deltaTime = Time.deltaTime, DotsHighway = Highway.instance.DotsHighway }; var deps = job.Schedule(this, inputDeps); DotsHighway.RegisterReaderJob(deps); return(deps); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { EntityQuery entityQuery = GetEntityQuery(typeof(Unit)); NativeArray <Entity> units = entityQuery.ToEntityArray(Allocator.TempJob); MoveSystemJob moveJob = new MoveSystemJob { units = units }; JobHandle job = moveJob.Schedule(this, inputDependencies); this.endSimulationEntityCommandBufferSystem.AddJobHandleForProducer(job); return(job); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new MoveSystemJob(); // Assign values to the fields on your job here, so that it has // everything it needs to do its work when it runs later. // For example, job.deltaTime = UnityEngine.Time.deltaTime; // Now that the job is set up, schedule it to be run. return(job.Schedule(this, inputDependencies)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var inputType = GetArchetypeChunkComponentType <InputComponent>(true); var moveType = GetArchetypeChunkComponentType <Translation>(false); var job = new MoveSystemJob() { InputComponent = inputType, Translation = moveType, DeltaTime = Time.deltaTime }; return(job.Schedule(m_Group, inputDeps)); }