protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new PlayerMovementJob(); job.deltaTime = Time.DeltaTime; return(job.Schedule(this, inputDependencies)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new PlayerMovementJob { DeltaTime = Time.deltaTime }; return(job.Schedule(this, 64, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { // Prepare data for job PlayerMovementJob job = new PlayerMovementJob { dt = Time.deltaTime, // cannot access Time.deltaTime within our job }; return(job.Schedule(this, batchSize, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new PlayerMovementJob { DeltaTime = Time.deltaTime, PlayerInput = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")) }; return(job.Schedule(this, inputDeps)); }
// called on main thread, so can call Unity's static classes like Input protected override JobHandle OnUpdate(JobHandle handle) { PlayerMovementJob job = new PlayerMovementJob { dx = Input.GetAxis("Horizontal"), dy = Input.GetAxis("Vertical"), dt = Time.deltaTime, speed = 5 }; return(job.Schedule(this, handle)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { Camera camera = Camera.main; PlayerMovementJob job = new PlayerMovementJob { CameraBounds = camera.ScreenToWorldPoint(new Vector3(Screen.width, camera.transform.position.y, Screen.height)), DeltaTime = Time.deltaTime }; return(job.Schedule(this, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { if (ECSWorld.Instance) { var job = new PlayerMovementJob() { Rect = ECSWorld.Instance.cornerRect, DeltaTime = Time.deltaTime, MoveSpeed = ECSWorld.Instance.MoveSpeed }; return(job.Schedule(this, inputDeps)); } else { return(inputDeps); } }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new PlayerMovementJob(); return(job.Schedule(this, inputDeps)); }