protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new PlanetMovementSystemJob { deltaTime = Time.deltaTime * simRate }; //a bit of cheating, I know there is only one sun for now return(job.Schedule(this, inputDependencies)); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new PlanetMovementSystemJob { activateThrust = RigidbodyData.Instance.engageThrust, deltaTime = Time.fixedDeltaTime }; //a bit of cheating, I know there is only one sun for now return(job.Schedule(this, inputDependencies)); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new PlanetMovementSystemJob { G = 6.67300e-11f, deltaTime = Time.deltaTime * simRate }; //a bit of cheating, I know there is only one sun for now job.bodyMasses = GetEntityQuery(typeof(Mass)).ToComponentDataArray <Mass>(Allocator.TempJob); job.bodyTranslations = GetEntityQuery(typeof(Translation)).ToComponentDataArray <Translation>(Allocator.TempJob); return(job.Schedule(this, inputDependencies)); }