Esempio n. 1
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        protected override void OnUpdate()
        {
            var job = new RotateJob();

            job.time = (float)Time.ElapsedTime;
            job.Schedule(this).Complete();
        }
Esempio n. 2
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    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        var rotateJob = new RotateJob();

        rotateJob.dt = Time.deltaTime;
        return(rotateJob.Schedule(this, inputDeps));
    }
Esempio n. 3
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    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        RotateJob job     = new RotateJob(Time.DeltaTime);
        JobHandle handler = job.Schedule(this, inputDeps);

        return(handler);
    }
Esempio n. 4
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    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        var rotate = new RotateJob {
            deltaTime = Time.DeltaTime
        };

        return(rotate.Schedule(this, inputDeps));
    }
        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            var job = new RotateJob
            {
                deltaTime = Time.deltaTime
            };

            return(job.Schedule(this, 64, inputDeps));
        }
Esempio n. 6
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        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            RotateJob rotateJob = new RotateJob()
            {
                deltaTime = Time.deltaTime
            };
            JobHandle rotateHandle = rotateJob.Schedule(this, 4, inputDeps);

            return(rotateHandle);
        }
Esempio n. 7
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    private void Update()
    {
        // 잡 생성
        RotateJob rJob = new RotateJob {
            t = Time.time, speed = 2f, radius = 0.05f
        };

        // 잡 예약(실행)
        JobHandle handle = rJob.Schedule(_transformAccessArray);
    }
Esempio n. 8
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 protected override JobHandle OnUpdate(JobHandle inputDeps)
 {
     inputDeps = new RotateJob {
         DeltaTime = Time.DeltaTime
     }.Schedule(this, inputDeps);
     inputDeps = new RotateAroundJob {
         DeltaTime = Time.DeltaTime,
         LocalToWorldFromEntity = GetComponentDataFromEntity <LocalToWorld>(true)
     }.Schedule(this, inputDeps);
     return(inputDeps);
 }
Esempio n. 9
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        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            var job = new RotateJob
            {
                rotations      = _rotationGroup.rotations,
                rotationSpeeds = _rotationGroup.rotationSpeeds,
                controlData    = _rotationGroup.controlData,
                dt             = Time.deltaTime
            };

            return(job.Schedule(_rotationGroup.Length, 1, inputDeps));
        }
Esempio n. 10
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    void Update()
    {
        // 1.准备数据

        for (int i = 0; i < gameCount; i++)
        {
            tmpVelocitys[i] = new Vector3(0, 1, 0);
            //tmpPositions[i] = tmpPositions[i] + tmpVelocitys[i] * Time.deltaTime;
            tmpPositions[i]  = gameObjs[i].transform.position;
            tmpQuaternion[i] = gameObjs[i].transform.rotation;
        }
        VelocityJob job = new VelocityJob()
        {
            positions = tmpPositions,
            delaTime  = Time.deltaTime,
            velocitys = tmpVelocitys
        };
        RotateJob rotateJob = new RotateJob()
        {
            deltaTime   = Time.deltaTime,
            quaternions = tmpQuaternion
        };

        //依赖按照速度计算的到的位置数组
        ApplyTransform applyTransform = new ApplyTransform()
        {
            positions   = tmpPositions,
            quaternions = tmpQuaternion
        };

        // 2.执行
        //信号量 主线程如何知道子线程执行完毕    gameCount 指定总共子线程执行数据数量 10:每个子线程以下处理多少次
        JobHandle jobHandle = job.Schedule(gameCount, 10);                                // 移动 Job

        JobHandle rotateHandle = rotateJob.Schedule(gameCount, 10);                       // 旋转 Job

        JobHandle combineHandle = JobHandle.CombineDependencies(jobHandle, rotateHandle); // 赋值job 共同依赖联合的句柄~~

        JobHandle tranHandle = applyTransform.Schedule(tranAccessArray, combineHandle);   // 对 obj 赋值 job

        // 3.同步
        jobHandle.Complete();
        rotateHandle.Complete();
        tranHandle.Complete();

        //4。更新位置
        //for (int i = 0; i < gameCount; i++)
        //{
        //    gameObjs[i].transform.position = tmpPositions[i];
        //}
    }
Esempio n. 11
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    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        var rotationType = GetArchetypeChunkComponentType <Rotation>();
        var rotateType   = GetArchetypeChunkComponentType <IJobChunk_RotateData>(true);



        RotateJob rotateJob = new RotateJob
        {
            deltaTime      = Time.deltaTime,
            rotationType   = rotationType,
            rotateDataType = rotateType,
        };
        JobHandle jobHandle = rotateJob.Schedule(m_group, inputDeps);

        return(jobHandle);
    }
Esempio n. 12
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    protected override JobHandle OnUpdate(JobHandle inputDependencies)
    {
        var handle1 = new FollowJob
        {
            followees = GetComponentDataFromEntity <Translation>(true),
            DeltaTime = Time.DeltaTime
        }.Schedule(this, inputDependencies);

        var handle2 = new LookAtJob()
        {
            targets   = GetComponentDataFromEntity <Translation>(true),
            DeltaTime = Time.DeltaTime
        }.Schedule(this, handle1);
        //
        var handle3 = new AlignJob()
        {
            DeltaTime = Time.DeltaTime
        }.Schedule(this, handle2);

        var handle4 = new MoveJob()
        {
            DeltaTime = Time.DeltaTime
        }.Schedule(this, handle3);

        var handle5 = new RotateJob()
        {
            DeltaTime = Time.DeltaTime
        }.Schedule(this, handle4);

        //var handle = JobHandle.CombineDependencies(
        //    new NativeArray<JobHandle>(new JobHandle[]{ handle1, handle2, handle3, handle4, handle5 },
        //    Allocator.TempJob));

        //ecb.AddJobHandleForProducer(handle);

        return(handle5);
    }
Esempio n. 13
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    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        updateAccu += Time.deltaTime;
        float2 inputAxis = new float2(0, 0);

        if (Input.GetKey(KeyCode.A))
        {
            inputAxis.x -= 1;
        }
        if (Input.GetKey(KeyCode.D))
        {
            inputAxis.x += 1;
        }

        if (Input.GetKey(KeyCode.S))
        {
            inputAxis.y -= 1;
        }

        if (Input.GetKey(KeyCode.W))
        {
            inputAxis.y += 1;
        }

        var rotationJob = new RotateJob()
        {
            inputAxis = inputAxis,
        };
        var rotationJobHandle = rotationJob.Schedule(this, inputDeps);

        var movementJob = new MovementJob()
        {
            snakeBodyBuffer = GetBufferFromEntity <SnakeBodyBuffer>(),
            dt          = Time.deltaTime,
            accu        = updateAccu,
            updateTimer = updateTimer
        };

        var movementJobHandle   = movementJob.Schedule(this, rotationJobHandle);
        EntityCommandBuffer cmd = new EntityCommandBuffer(Allocator.TempJob);
        var concurrentCmd       = cmd.ToConcurrent();
        var updateBodyJob       = new UpdateBodyJob()
        {
            cmd             = concurrentCmd,
            snakeBodyBuffer = GetBufferFromEntity <SnakeBodyBuffer>(true),
            dt = Time.deltaTime,
        };

        var updateJobHandle = updateBodyJob.Schedule(this, movementJobHandle);

        updateJobHandle.Complete();

        cmd.Playback(World.Active.EntityManager);
        cmd.Dispose();

        if (updateAccu >= updateTimer)
        {
            updateAccu = 0;
        }

        return(updateJobHandle);
    }
Esempio n. 14
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 protected override void OnCreateManager() => this._job = new RotateJob(_AnimationTable, Constants.MatrixTest.AnimationSpeed);