protected override JobHandle OnUpdate(JobHandle inputDeps) { NativeArray <CharaDelta> charaDeltas = m_query.ToComponentDataArray <CharaDelta>(Allocator.TempJob); NativeArray <CharaDash> charaDashes = m_query.ToComponentDataArray <CharaDash>(Allocator.TempJob); NativeArray <CharaFlag> charaFlags = m_query.ToComponentDataArray <CharaFlag>(Allocator.TempJob); NativeArray <PadScan> padScans = m_query.ToComponentDataArray <PadScan>(Allocator.TempJob); var job = new MoveJob() { m_charaDeltas = charaDeltas, m_charaDashes = charaDashes, m_charaFlags = charaFlags, m_padScans = padScans, BrakeDelta = Settings.Instance.Move.BrakeDelta, WalkSpeed = Settings.Instance.Move.WalkSpeed, DashSpeed = Settings.Instance.Move.DashSpeed, }; inputDeps = job.Schedule(inputDeps); inputDeps.Complete(); m_query.CopyFromComponentDataArray(job.m_charaDeltas); charaDeltas.Dispose(); charaDashes.Dispose(); charaFlags.Dispose(); padScans.Dispose(); return(inputDeps); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { m_queryField.AddDependency(inputDeps); NativeArray <FieldInput> fieldInputs = m_queryField.ToComponentDataArray <FieldInput>(Allocator.TempJob); NativeArray <FieldScan> fieldScans = m_queryField.ToComponentDataArray <FieldScan>(Allocator.TempJob); NativeArray <FieldBanish> fieldBanishs = m_queryField.ToComponentDataArray <FieldBanish>(Allocator.TempJob); var job = new MoveJob() { fieldInputs = fieldInputs, fieldScans = fieldScans, fieldBanishs = fieldBanishs, SwipeThreshold = Settings.Instance.Common.SwipeThreshold, GridSize = Settings.Instance.Common.GridSize, BorderSpeed = Settings.Instance.Common.BorderSpeed, BorderOnGridDist = Settings.Instance.Common.BorderOnGridDist, PixelSize = Settings.Instance.PixelSize, FieldWidth = Settings.Instance.Common.FieldWidth, FieldHeight = Settings.Instance.Common.FieldHeight, offsetConvertPositionX = m_offsetConvertPositionX, offsetConvertPositionY = m_offsetConvertPositionY, }; inputDeps = job.Schedule(inputDeps); inputDeps.Complete(); m_queryField.CopyFromComponentDataArray(job.fieldInputs); fieldInputs.Dispose(); fieldScans.Dispose(); fieldBanishs.Dispose(); return(inputDeps); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var settings = GetSingleton <SettingsComponent>(); if (_positionsQuery.CalculateEntityCount() == settings.Width * settings.Height) { return(inputDeps); } var helper = new ArrayHelper(settings.Width, settings.Height); var cachedEntities = new NativeArray <Entity>(settings.Width * settings.Height, Allocator.TempJob); var cacheJob = new CacheJob { CachedEntities = cachedEntities, Entities = _positionsQuery.ToEntityArray(Allocator.TempJob), Positions = _positionsQuery.ToComponentDataArray <PositionComponent>(Allocator.TempJob), Helper = helper }; var jobHandle = cacheJob.Schedule(_positionsQuery.CalculateEntityCount(), 32, inputDeps); var moveJob = new MoveJob { CachedEntities = cachedEntities, Position = GetComponentDataFromEntity <PositionComponent>(), Helper = helper }; jobHandle = moveJob.Schedule(jobHandle); return(jobHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var moveJob = new MoveJob { }; return(moveJob.Schedule(this, inputDeps)); }
private void Update() { var boundsJob = new BoundsJob() { Positions = _positions, Accelerations = _accelerations, AreaSize = _areaSize }; var accelerationJob = new AccelerationJob() { Positions = _positions, Velocities = _velocities, Accelerations = _accelerations, DestinationThreshold = _destinationThreshold, Weights = _accelerationWeights }; var moveJob = new MoveJob() { Positions = _positions, Velocities = _velocities, Accelerations = _accelerations, DeltaTime = Time.deltaTime, VelocityLimit = _velocityLimit }; var boundsHandle = boundsJob.Schedule(_numberOfEntities, 0); var accelerationHandle = accelerationJob.Schedule(_numberOfEntities, 0, boundsHandle); var moveHandle = moveJob.Schedule(_transformAccessArray, accelerationHandle); moveHandle.Complete(); }
protected override JobHandle OnUpdate(JobHandle handle) { var moveJob = new MoveJob { DeltaTime = Time.deltaTime, }; return(moveJob.Schedule(this, handle)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MoveJob renderJob = new MoveJob { DeltaTime = Time.deltaTime }; return(renderJob.Schedule(this, inputDeps)); }
// OnUpdate which returns a JobHandle - thread protected override JobHandle OnUpdate(JobHandle inputDeps) { var jobHandle = new MoveJob { }; // Create the Job jobHandle.Schedule(this, inputDeps).Complete(); // Schedule and Complete Straight Away return(inputDeps); // Return a job handle }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MoveJob { deltaTime = Time.deltaTime }; return(job.Schedule(this, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MoveJob { data = data, dt = Time.deltaTime }; return(job.Schedule(data.Length, 32, inputDeps)); }
private void Update() { // Just creating the job will NOT execute the job on Update moveJob = new MoveJob { }; // Call all transforms in the TransformAccessArray to schedule MoveJob moveHandle = moveJob.Schedule(transforms); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MoveJob mj = new MoveJob() { deltaTimeFromMainThread = Time.fixedDeltaTime }; JobHandle moveHandle = mj.Schedule(this, inputDeps); return(moveHandle); }
protected override JobHandle HandleMessage(JobHandle handle, EntityCommandBuffer commandBuffer) { var moveJob = new MoveJob { CommandBuffer = commandBuffer, Receivers = Receivers, Payloads = Payloads, }; return(moveJob.Schedule(this, handle)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MoveJob tMoveJob = new MoveJob { m_TranslationChunk = GetArchetypeChunkComponentType <Translation>(), m_MoveComponentChunk = GetArchetypeChunkComponentType <C_MoveComponent>() }; return(tMoveJob.Schedule(m_EntityQuery, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MoveJob job = new MoveJob { deltaTime = Time.fixedDeltaTime }; JobHandle jobHandle = job.Schedule(this, inputDeps); return(jobHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MoveJob { Dt = Time.deltaTime, HorizontalLimit = Bootstrap.HorizontalLimit }; return(job.Schedule(this, 1, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle jobDeps) { MoveJob job = new MoveJob() { Buffer = BufferSystem.CreateCommandBuffer().ToConcurrent(), Center = GetComponentDataFromEntity <PiecePosition>(true) }; return(job.Schedule(this, jobDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MoveJob() { time = Time.timeSinceLevelLoad }; var handle = job.Schedule(this); return(handle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MoveJob() { AnimationType = GetArchetypeChunkComponentType <AnimatorComponent>(false), ElapsedTime = Time.ElapsedTime }; return(job.Schedule(m_Group, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var neighbors = new NeighborsDetectionJob { prodThresh = math.cos(math.radians(Bootstrap.Param.neighborFov)), distThresh = Bootstrap.Param.neighborDistance, neighborsFromEntity = GetBufferFromEntity <NeighborsEntityBuffer>(false), positionFromEntity = GetComponentDataFromEntity <Position>(true), entities = group.GetEntityArray(), }; var wall = new WallJob { scale = Bootstrap.Param.wallScale * 0.5f, thresh = Bootstrap.Param.wallDistance, weight = Bootstrap.Param.wallWeight, }; var separation = new SeparationJob { separationWeight = Bootstrap.Param.separationWeight, neighborsFromEntity = GetBufferFromEntity <NeighborsEntityBuffer>(true), positionFromEntity = GetComponentDataFromEntity <Position>(true), }; var alignment = new AlignmentJob { alignmentWeight = Bootstrap.Param.alignmentWeight, neighborsFromEntity = GetBufferFromEntity <NeighborsEntityBuffer>(true), velocityFromEntity = GetComponentDataFromEntity <Velocity>(true), }; var cohesion = new CohesionJob { cohesionWeight = Bootstrap.Param.cohesionWeight, neighborsFromEntity = GetBufferFromEntity <NeighborsEntityBuffer>(true), positionFromEntity = GetComponentDataFromEntity <Position>(true), }; var move = new MoveJob { dt = Time.deltaTime, minSpeed = Bootstrap.Param.minSpeed, maxSpeed = Bootstrap.Param.maxSpeed, }; inputDeps = neighbors.Schedule(this, inputDeps); inputDeps = wall.Schedule(this, inputDeps); inputDeps = separation.Schedule(this, inputDeps); inputDeps = alignment.Schedule(this, inputDeps); inputDeps = cohesion.Schedule(this, inputDeps); inputDeps = move.Schedule(this, inputDeps); return(inputDeps); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new MoveJob() { deltaTime = Time.deltaTime, wallMap = new NativeArray <bool>(GameManager.wallMap, Allocator.TempJob), rand = new Random((uint)UnityEngine.Random.Range(0, 10000000)) }; return(job.Schedule(this, inputDependencies)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MoveJob moveJob = new MoveJob { deltaTime = Time.deltaTime }; JobHandle moveHandle = moveJob.Schedule(this, inputDeps); return(moveHandle); }
public override void OnUpdate(float deltaTime) { var newJob = new MoveJob { moveVector = this.moveVector }; var handle = newJob.Schedule(this.transforms); JobHandle.ScheduleBatchedJobs(); handle.Complete(); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MoveJob moveJob = new MoveJob { vec3CometPosition = GameManager.instance.Comet.position, deltaTime = Time.deltaTime, }; JobHandle moveHandle = moveJob.Schedule(this, inputDeps); return(moveHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MoveJob() { TranslationType = GetArchetypeChunkComponentType <Translation>(false), MoveBySpeedDataType = GetArchetypeChunkComponentType <MoveBySpeedData>(true), WaveDataType = GetArchetypeChunkComponentType <WaveData>(true), ElapsedTime = Time.ElapsedTime }; return(job.Schedule(m_Group, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MoveJob() { time = Time.timeSinceLevelLoad }; return(job.Schedule(this, inputDeps)); //schedules parallel for jobs //*****execute in a single job************ //return job.ScheduleSingle(this, inputDeps); }
protected override void OnUpdate() { var job = new MoveJob() { DeltaTime = Time.DeltaTime, TranslationType = GetComponentTypeHandle <Translation>(), SpeedType = GetComponentTypeHandle <Speed>(), DestinationType = GetComponentTypeHandle <Destination>() }; Dependency = job.Schedule(_destinationQuery, Dependency); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { if (GetSingleton <GamePause>().IsOn) { return(inputDeps); } MoveJob job = new MoveJob { DeltaTime = Time.DeltaTime }; return(job.Schedule(this, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MoveJob { query = NavMeshQuery, navAgent = AgentsGroup.ToComponentDataArray <NavAgent>(Allocator.TempJob), localToWorld = AgentsGroup.ToComponentDataArray <LocalToWorld>(Allocator.TempJob) //Translations = AgentsGroup.ToComponentDataArray<Translation>(Allocator.TempJob), //PathStatus =new NativeArray<PathQueryStatus>(1, Allocator.TempJob) }; var hand = job.Schedule(inputDeps); return(hand); }
private void Update() { moveJob = new MoveJob { }; moveHandle = moveJob.Schedule(transforms); //for (int i = 0; i < numSheep; i++) //{ // allSheep[i].transform.Translate(0, 0, 0.1f); // if (allSheep[i].transform.position.z > 50) // { // allSheep[i].transform.position = new Vector3(allSheep[i].transform.position.x, 0, -50); // } //} }