public MapStateJobContext(SystemBase sys, Entity e, bool readOnly = false) { entity = e; obstaclesFromEntity = sys.GetBufferFromEntity <MapObstaclesBuffer>(readOnly); entitiesFromEntity = sys.GetBufferFromEntity <MapEntitiesBuffer>(readOnly); sizeFromEntity = sys.GetComponentDataFromEntity <MapSize>(readOnly); }
public TerminalJobContext(SystemBase sys, Entity e, bool readOnly = false) { tilesFromEntity = sys.GetBufferFromEntity <TerminalTilesBuffer>(readOnly); sizeFromEntity = sys.GetComponentDataFromEntity <TerminalSize>(readOnly); tileSizeFromEntity = sys.GetComponentDataFromEntity <TileSize>(readOnly); posFromEntity = sys.GetComponentDataFromEntity <Translation>(readOnly); termFromEntity = sys.GetComponentDataFromEntity <Terminal>(readOnly); entity = e; }
public JobHandle Update(SpriteAnimation filter, JobHandle inputDeps) { var clipSetFromEntity = m_system.GetBufferFromEntity <SpriteAnimationClipBufferElement <TProperty, TData> >(true); if (clipSetFromEntity.Exists(filter.ClipSetEntity) && clipSetFromEntity[filter.ClipSetEntity][filter.ClipIndex].Value.IsCreated) { inputDeps = new SpriteAnimationJobChunk { Filter = filter, SpriteAnimationTimeSpeedStateType = m_system.GetArchetypeChunkComponentType <SpriteAnimationTimeSpeedState>(true), SpriteAnimationPlayingStateType = m_system.GetArchetypeChunkComponentType <SpriteAnimationPlayingState>(false), PropertyType = m_system.GetArchetypeChunkComponentType <TProperty>(false), ClipSetFromEntity = clipSetFromEntity, LastSystemVersion = m_system.LastSystemVersion } }
public UIJobContext(SystemBase sys, Entity e, bool readOnly = false) { Entity = e; HitPointUI = sys.GetComponentDataFromEntity <HitPointsUI>(readOnly); LogBuffer = sys.GetBufferFromEntity <UILogBuffer>(readOnly); }
public static PhysicsBufferFromEntity <T> GetPhysicsBufferFromEntity <T>(this SystemBase system, bool isReadOnly = false) where T : struct, IBufferElementData { return(new PhysicsBufferFromEntity <T> { bfe = system.GetBufferFromEntity <T>(isReadOnly) }); }
public PlayerJobContext(SystemBase system, bool readOnly) { entity = system.GetSingletonEntity <Player>(); posFromEntity = system.GetComponentDataFromEntity <Position>(readOnly); mapViewFromEntity = system.GetBufferFromEntity <MapViewBuffer>(readOnly); }
public BufferJobData(SystemBase system, Entity e, bool readOnly = false) { entity = e; bfe = system.GetBufferFromEntity <T>(readOnly); }