protected override JobHandle OnUpdate(JobHandle inputDeps) { CameraJob job = new CameraJob { delta = UnityEngine.Time.deltaTime }; JobHandle handle = job.Schedule(this, inputDeps); return(handle); }
// Update is called once per frame void Update() { //Debug.Log(streams.Count); //foreach (var s in streams) //{ // s.render(); //} movehandle.Complete(); camerahandle.Complete(); slidingjob = new SlidingJob() { velocity = m_Velocities, resetpos = resetpos, deltaTime = Time.deltaTime }; movehandle = slidingjob.Schedule(transforms); if (Camera.main.transform.position.y <= -42) { //Debug.Log("position y = 42 !"); shouldup = true; shoulddive = false; } if (Camera.main.transform.position.y >= 100) { //Debug.Log("position y = 42 !"); shouldup = false; shoulddive = true; } camerajob = new CameraJob() { deltaTime = Time.deltaTime, time = Time.time, shoulddive = shoulddive, shouldup = shouldup }; camerahandle = camerajob.Schedule(transformcamera); JobHandle.ScheduleBatchedJobs(); for (int i = 0; i < streams.Count; i++) { streams[i].render(); } if (Input.anyKeyDown) { //Debug.Log("key pressed !"); Application.Quit(); } }