protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new PlayerMovementSystemJob { movement = new float2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")) }; return(job.Schedule(this, inputDependencies)); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new PlayerMovementSystemJob(); // Assign values to the fields on your job here, so that it has // everything it needs to do its work when it runs later. // For example, // job.deltaTime = UnityEngine.Time.deltaTime; // Now that the job is set up, schedule it to be run. return(job.Schedule(this, inputDependencies)); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new PlayerMovementSystemJob(); return(job.Schedule(this, inputDependencies)); }