protected override JobHandle OnUpdate(JobHandle inputDeps) { var transforms = m_InitialTransformGroup.GetTransformAccessArray(); var entities = m_InitialTransformGroup.ToEntityArray(Allocator.TempJob); var transformStashes = new NativeArray <TransformStash>(transforms.length, Allocator.TempJob); var stashTransformsJob = new StashTransforms { transformStashes = transformStashes }; var stashTransformsJobHandle = stashTransformsJob.Schedule(transforms, inputDeps); var copyTransformsJob = new CopyTransforms { transformStashes = transformStashes, }; var copyTransformsJobHandle = copyTransformsJob.Schedule(m_InitialTransformGroup, stashTransformsJobHandle); var removeComponentsJob = new RemoveCopyInitialTransformFromGameObjectComponent { entities = entities, entityCommandBuffer = m_EntityCommandBufferSystem.CreateCommandBuffer() }; var removeComponentsJobHandle = removeComponentsJob.Schedule(copyTransformsJobHandle); m_EntityCommandBufferSystem.AddJobHandleForProducer(removeComponentsJobHandle); return(removeComponentsJobHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var transforms = m_InitialTransformGroup.GetTransformAccessArray(); var entities = m_InitialTransformGroup.GetEntityArray(); var transformStashes = new NativeArray <TransformStash>(transforms.length, Allocator.TempJob); var stashTransformsJob = new StashTransforms { transformStashes = transformStashes }; var stashTransformsJobHandle = stashTransformsJob.Schedule(transforms, inputDeps); var copyTransformsJob = new CopyTransforms { positions = m_Positions, rotations = m_Rotations, localPositions = m_LocalPositions, localRotations = m_LocalRotations, transformStashes = transformStashes, entities = entities }; var copyTransformsJobHandle = copyTransformsJob.Schedule(transformStashes.Length, 64, stashTransformsJobHandle); var removeComponentsJob = new RemoveCopyInitialTransformFromGameObjectComponent { entities = entities, entityCommandBuffer = m_EndFrameBarrier.CreateCommandBuffer() }; var removeComponentsJobHandle = removeComponentsJob.Schedule(copyTransformsJobHandle); return(removeComponentsJobHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var transforms = m_TransformGroup.GetTransformAccessArray(); var entities = m_TransformGroup.GetEntityArray(); var transformStashes = new NativeArray <TransformStash>(transforms.Length, Allocator.TempJob); var stashTransformsJob = new StashTransforms { transformStashes = transformStashes }; var stashTransformsJobHandle = stashTransformsJob.Schedule(transforms, inputDeps); var copyTransformsJob = new CopyTransforms { positions = m_Positions, rotations = m_Rotations, localPositions = m_LocalPositions, localRotations = m_LocalRotations, transformStashes = transformStashes, entities = entities }; return(copyTransformsJob.Schedule(transformStashes.Length, 64, stashTransformsJobHandle)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var transforms = m_TransformGroup.GetTransformAccessArray(); var copyTransformsJob = new CopyTransforms { LocalToWorlds = m_TransformGroup.ToComponentDataArray <LocalToWorld>(Allocator.TempJob, out inputDeps), }; return(copyTransformsJob.Schedule(transforms, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var transforms = m_TransformGroup.GetTransformAccessArray(); var entities = m_TransformGroup.ToEntityArray(Allocator.TempJob); var copyTransformsJob = new CopyTransforms { LocalToWorlds = GetComponentDataFromEntity <LocalToWorld>(true), entities = entities }; return(copyTransformsJob.Schedule(transforms, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var transforms = m_TransformGroup.GetTransformAccessArray(); var entities = m_TransformGroup.GetEntityArray(); var copyTransformsJob = new CopyTransforms { positions = GetComponentDataFromEntity <Position>(true), rotations = GetComponentDataFromEntity <Rotation>(true), entities = entities }; return(copyTransformsJob.Schedule(transforms, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var transforms = m_TransformGroup.GetTransformAccessArray(); var entities = m_TransformGroup.GetEntityArray(); var copyTransformsJob = new CopyTransforms { positions = m_Positions, rotations = m_Rotations, entities = entities }; var resultDeps = copyTransformsJob.Schedule(transforms, inputDeps); return(resultDeps); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var transforms = m_TransformGroup.GetTransformAccessArray(); var transformStashes = new NativeArray <TransformStash>(transforms.length, Allocator.TempJob); var stashTransformsJob = new StashTransforms { transformStashes = transformStashes }; var stashTransformsJobHandle = stashTransformsJob.Schedule(transforms, inputDeps); var copyTransformsJob = new CopyTransforms { transformStashes = transformStashes, }; return(copyTransformsJob.Schedule(m_TransformGroup, stashTransformsJobHandle)); }