protected override JobHandle OnUpdate(JobHandle deps) { var senseJob = new PedestrianMoveCheckJob() { WalkableArea = _walkableArea, PedestrianData = _pedestrianGroup.PedestrianData, TexelSize = texelSize, PatchResolution = patchResolution, DeltaTime = Time.deltaTime, RdGen = new Random(_randSeed[(Time.frameCount % _capacity)]) }; deps = senseJob.Schedule(_capacity, 64, deps); var stateJob = new PedestrianStateMachineJob() { }; deps = stateJob.Schedule(_capacity, 64, deps); var moveJob = new PedestrianMoveJob() { Positions = _pedestrianGroup.Position, Rotations = _pedestrianGroup.Rotation, PedestrianData = _pedestrianGroup.PedestrianData }; deps = moveJob.Schedule(_capacity, 64, deps); return(deps); }
protected override JobHandle OnUpdate(JobHandle deps) { var senseJob = new PedestrianMoveCheckJob() { WalkableArea = _walkableArea, TexelSize = texelSize, PatchResolution = patchResolution, DeltaTime = Time.DeltaTime, RdGens = _rdGens }; deps = senseJob.Schedule(this, deps); var stateJob = new PedestrianStateTransitionJob() { RdGens = _rdGens, DeltaTime = Time.DeltaTime, PedestrianAnimStateConfig = _pedestrianAnimStateConfig }; deps = stateJob.Schedule(this, deps); var moveJob = new PedestrianMoveJob(); deps = moveJob.Schedule(this, deps); return(deps); }
protected override JobHandle OnUpdate(JobHandle deps) { var senseJob = new PedestrianMoveCheckJob() { WalkableArea = _walkableArea, TexelSize = texelSize, PatchResolution = patchResolution, DeltaTime = Time.deltaTime, RdGen = new Random(_randSeed[(Time.frameCount % _capacity)]) }; deps = senseJob.Schedule(this, deps); var stateJob = new PedestrianStateTransitionJob() { RdGen = new Random(_randSeed[(Time.frameCount % _capacity)]), DeltaTime = Time.deltaTime, PedestrianAnimStateConfig = _pedestrianAnimStateConfig }; deps = stateJob.Schedule(this, deps); var moveJob = new PedestrianMoveJob(); deps = moveJob.Schedule(this, deps); return(deps); }