protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            //
            destroyActorOutsA.Clear();
            destroyActorOutsB.Clear();
            destroyActors.Clear();


            inputDeps = new GetDestroyActorJobA
            {
                destroyActorOuts = destroyActorOutsA.AsParallelWriter(),
            }
            .Schedule(this, inputDeps);

            inputDeps = new GetDestroyActorJobB
            {
                destroyActorOuts = destroyActorOutsB.AsParallelWriter(),
            }
            .Schedule(this, inputDeps);

            inputDeps = NativeQueueEx.ToListJob(destroyActorOutsA, destroyActorOutsB, ref destroyActors, inputDeps);

            inputDeps = new DestroyVisibleDistanceJob
            {
                destroyActors = destroyActors.AsDeferredJobArray(),
            }
            .Schedule(this, inputDeps);


            return(inputDeps);
        }
Esempio n. 2
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        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            outAs.Clear();
            outBs.Clear();
            ins.Clear();

            var inputDepsA = new WeaponOnMessageJobA
            {
                outs = outAs.AsParallelWriter(),
            }
            .Schedule(this, inputDeps);

            var inputDepsB = new WeaponOnMessageJobB
            {
                outs = outBs.AsParallelWriter(),
            }
            .Schedule(this, inputDeps);

            inputDeps = NativeQueueEx.ToListJob(outAs, outBs, ref ins, JobHandle.CombineDependencies(inputDepsA, inputDepsB));

            inputDeps = new SyncWeaponInstalledStateJob
            {
                ins = ins.AsDeferredJobArray(),
            }
            .Schedule(this, inputDeps);
            return(inputDeps);
        }