protected override JobHandle OnUpdate(JobHandle inputDeps) { DamageCollisionJob damageCollisionJob = new DamageCollisionJob { damageGroup = GetBufferFromEntity <Damage>(false), dealDamageGroup = GetComponentDataFromEntity <DealDamage>(true) }; JobHandle jobHandle = damageCollisionJob.Schedule(stepPhysicsWorld.Simulation, ref buildPhysicsWorld.PhysicsWorld, inputDeps); jobHandle.Complete(); return(inputDeps); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var damageCollisionjob = new DamageCollisionJob { damageGroup = GetBufferFromEntity <Damage>(), dealDamageGroup = GetComponentDataFromEntity <DealsDamage>(true), fmodGroup = GetComponentDataFromEntity <EnemyFMODPaths>(true), translationGroup = GetComponentDataFromEntity <Translation>(true) }; damageCollisionjob.Schedule(_stepPhysicsWorld.Simulation, ref _buildPhysicsWorld.PhysicsWorld, inputDeps).Complete(); return(inputDeps); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var damageCollisionjob = new DamageCollisionJob { damageGroup = GetBufferFromEntity <Damage>(), aiDataGroup = GetComponentDataFromEntity <AIData>(), trapGroup = GetComponentDataFromEntity <TrapComponent>() }; damageCollisionjob.Schedule(_stepPhysicsWorld.Simulation, ref _buildPhysicsWorld.PhysicsWorld, inputDeps) .Complete(); return(inputDeps); }