void CheckEnemy() { NativeArray <bool> result = new NativeArray <bool>(1, Allocator.TempJob); result[0] = false; CatchJob catchJob = new CatchJob { x = (int)player.x, z = (int)player.z, result = result }; JobHandle jobHandle = catchJob.Schedule(this); jobHandle.Complete(); if (result[0]) { DestroyThemAll destroyJob = new DestroyThemAll { CommandBuffer = endSimCommandBufferSystem.CreateCommandBuffer().ToConcurrent() }; JobHandle destroyJobHandle = destroyJob.Schedule(this); destroyJobHandle.Complete(); RecursiveBacktracking.StaticReset(); MenuController.LoadMazeStatic(); } result.Dispose(); }
void BackToMenu() { DestroyThemAll destroyJob = new DestroyThemAll { CommandBuffer = endSimCommandBufferSystem.CreateCommandBuffer().ToConcurrent() }; JobHandle destroyJobHandle = destroyJob.Schedule(this); destroyJobHandle.Complete(); RecursiveBacktracking.StaticReset(); MenuController.LoadMenuStatic(); }