protected override JobHandle OnUpdate(JobHandle inputDeps) { var processingDamageTriggerHandle = new ApplyDamagePhysical { buffer = system.CreateCommandBuffer(), players = playerGroup.ToEntityArray(Allocator.TempJob), coins = GetComponentDataFromEntity <CoinTag>(true) }.Schedule(stepPhysicsWorld.Simulation, ref buildPhysicsWorld.PhysicsWorld, inputDeps); system.AddJobHandleForProducer(processingDamageTriggerHandle); return(processingDamageTriggerHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var processingDamageTriggerHandle = new ApplyDamagePhysical { buffer = system.CreateCommandBuffer(), healthDataGroup = GetComponentDataFromEntity <Health>(), triggerDamageFactorGroup = GetComponentDataFromEntity <Damage>(true), bulletFactorGroup = GetComponentDataFromEntity <BulletTag>(true) }.Schedule(stepPhysicsWorld.Simulation, ref buildPhysicsWorld.PhysicsWorld, inputDeps); system.AddJobHandleForProducer(processingDamageTriggerHandle); return(processingDamageTriggerHandle); }