// Update is called once per frame void Update() { if (batsEnabled) { moveHandle.Complete(); if (Input.GetKeyDown("space")) { SpawnBat(); } moveJob = new MovementJob() { moveSpeed = moveSpeed, deltaTime = Time.deltaTime, lowerBoundX = lowerBoundX, upperBoundX = upperBoundX, lowerBoundZ = lowerBoundZ, upperBoundZ = upperBoundZ, randomNums = randNums //randDirDeg = randDeg, }; moveHandle = moveJob.Schedule(transforms); JobHandle.ScheduleBatchedJobs(); } }
/// <summary> /// Opens up the gui for a character to select a job at the current tile /// </summary> /// <param name="activeCharacter"></param> public void Mouse1Down(Character activeCharacter, Tile tileUnderMouse) { // If we right click open up the gui if (activeCharacter != null) { // Clear all the children, this isn't very efficient but whatever // TODO: OPTIMISE jobListGO.SetActive(true); foreach (Transform t in jobListGO.transform) { Destroy(t.gameObject); } jobListGO.transform.position = Input.mousePosition; if (tileUnderMouse != null) { foreach (Job job in tileUnderMouse.jobs) { AddButtonToActivateJob(job, activeCharacter); } MovementJob moveHere = new MovementJob(tileUnderMouse); AddButtonToActivateJob(moveHere, activeCharacter); } } }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var movementJob = new MovementJob { }.Schedule(this, inputDeps); return(movementJob); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MovementJob { }; return(job.Schedule(this, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob moveJob = new MovementJob { }; JobHandle moveHandle = moveJob.Schedule(this, inputDeps); return(moveHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { JobHandle job = new MovementJob { deltaTime = UnityFacade.getDeltaTime(), }.Schedule(this, inputDeps); return(job); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob moveJob = new MovementJob { deltaTime = Time.deltaTime }; return(moveJob.Schedule(this, inputDeps)); }
public JobHandle ProcessMovementJob(float deltaTime, JobHandle inputDependencies = default(JobHandle)) { MovementJob job = new MovementJob { DeltaTime = deltaTime }; return(job.Schedule(this, inputDependencies)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MovementJob( ) { deltaTime = Time.deltaTime }; return(job.Schedule(this, 64, inputDeps));; }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MovementJob { moveX = _data.moveX, moveY = _data.moveY }.Schedule(this, inputDeps); return(job); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new MovementJob() { DeltaTime = UnityEngine.Time.deltaTime }; return(job.Schedule(this, inputDependencies)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MovementJob(endSimulation.CreateCommandBuffer().ToConcurrent(), Time.deltaTime); JobHandle jobHandle = job.Schedule(this, inputDeps); endSimulation.AddJobHandleForProducer(jobHandle); return(jobHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob moveJob = new MovementJob(); moveJob.positions = m_Group.positions; moveJob.rotations = m_Group.rotations; JobHandle moveHandle = moveJob.Schedule(m_Group.Length, 64, inputDeps); return(moveHandle); }
// Set up jobs per frame protected override JobHandle OnUpdate(JobHandle inputDeps) { var mj = new MovementJob() { dt = 0.01f, }; var h = mj.Schedule(this, inputDeps); return(h); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var deltaTime = Mathf.Clamp(Time.deltaTime, 0.0f, 0.3f); var handle = new MovementJob() { DeltaTime = deltaTime, }.Schedule(this, inputDeps); return(handle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MovementJob { deltaTime = Time.deltaTime, heightFactor = AudioWaveProvider.Instance.CurrentWave, maxHeight = AudioWaveProvider.Instance.MaxHeight, waveIntensity = AudioWaveProvider.Instance.WaveIntensity }; return(job.Schedule(this, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob MJob = new MovementJob { DeltaTime = UnityEngine.Time.deltaTime, }; JobHandle MoveHandle = MJob.Schedule(this, inputDeps); return(MoveHandle); }
//private EntityArchetype arc; // //protected override void OnCreateManager() //{ // arc = EntityManager.CreateArchetype(typeof(Position), typeof(Test), typeof(Unity.Rendering.MeshInstanceRendererComponent)); //} protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob job = new MovementJob { deltaTime = Time.deltaTime }; JobHandle handle = job.Schedule(this, inputDeps); return(handle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var prevPositionJob = new PreviousPositionUpdateJob { }.Schedule(this, inputDeps); var movementJob = new MovementJob { deltaTime = Time.DeltaTime }.Schedule(this, prevPositionJob); return(movementJob); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob moveJob = new MovementJob { topBound = GameManager.GM.topBound, bottomBound = GameManager.GM.bottomBound, deltaTime = Time.deltaTime }; JobHandle moveHandle = moveJob.Schedule(this, inputDeps); return(moveHandle); }
private void Update() { var moveJob = new MovementJob { Position = _position.AsDeferredJobArray(), Velocity = _velocity.AsDeferredJobArray(), DeltaTime = Time.deltaTime, Area = area }; var moveHandler = moveJob.Schedule(_transform); moveHandler.Complete(); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var gm = GameManager_ECS.Instance; var moveJob = new MovementJob { topBound = gm.topBound, buttonBound = gm.bottomBound, deltaTime = Time.deltaTime, }; JobHandle moveHandle = moveJob.Schedule(this, 64, inputDeps); return(moveHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { ComponentTypeHandle <Translation> translationType = GetComponentTypeHandle <Translation>(); ComponentTypeHandle <Velocity> velocityType = GetComponentTypeHandle <Velocity>(); MovementJob job = new MovementJob { TranslationType = translationType, VelocityType = velocityType, dt = Time.DeltaTime }; return(job.Schedule(m_Group, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob moveJob = new MovementJob { randx = GameManager.GM.getRandomX(), randz = GameManager.GM.getRandomZ(), deltaTime = Time.deltaTime }; JobHandle moveHandle = moveJob.Schedule(this, inputDeps); return(moveHandle); }
private void Start() { transforms = new TransformAccessArray(0, -1); targets = new NativeList <Vector3>(0, Allocator.Persistent); jobsMovement = new MovementJob() { heightBounds = heightBounds, widthBounds = widthBounds, speed = speed, targetTreshold = 0.1f, random = Random.Range(-100, 100), targets = targets.ToDeferredJobArray() }; }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var translationType = GetArchetypeChunkComponentType <Translation>(); var movementType = GetArchetypeChunkComponentType <MovementComponent>(); var job = new MovementJob() { DeltaTime = Time.DeltaTime, TranslationType = translationType, MovementComponentType = movementType }; return(job.Schedule(entityQuery, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MovementJob { deltatime = Time.deltaTime }; var jh = job.Schedule(this, inputDeps); var jobScaled = new MovementScaledJob { deltatime = Time.deltaTime }; return(jobScaled.Schedule(this, jh)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob moveJob = new MovementJob { //topBound = ShipMovementManager.GM.topBound, //bottomBound = ShipMovementManager.GM.bottomBound, topBound = ShipMovementManager.GM.WorldResetTop, bottomBound = ShipMovementManager.GM.WorldResetBottom, deltaTime = Time.deltaTime }; JobHandle moveHandle = moveJob.Schedule(this, inputDeps); return(moveHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { //Debug.Log("ECSWithJobSystemMethod"); MovementJob moveJob = new MovementJob { topBound = GameManager.GM.topBound, bottomBound = GameManager.GM.bottomBound, deltaTime = Time.deltaTime }; JobHandle moveHandle = moveJob.Schedule(this, inputDeps); //moveHandle.Complete(); return(moveHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob moveIt = new MovementJob { TopBound = GameManagerECS.GM.TopLeftBound.transform.position.y, BotBound = GameManagerECS.GM.BotRightBound.transform.position.y, LeftBound = GameManagerECS.GM.TopLeftBound.transform.position.x, RightBound = GameManagerECS.GM.BotRightBound.transform.position.x, deltaTime = Time.deltaTime }; JobHandle moveHandle = moveIt.Schedule(this, 64, inputDeps); return(moveHandle); }