protected override JobHandle UpdateNewPredictedEntities(NativeArray <Entity> entities, JobHandle inputDeps) { var job = new SetPlayerStateJob { entities = entities, snapshotFromEntity = GetBufferFromEntity <ShipSnapshotData>(), shipStateFromEntity = GetComponentDataFromEntity <ShipStateComponentData>(), playerEntities = m_PlayerGroup.ToEntityArray(Allocator.TempJob), playerIds = m_PlayerGroup.ToComponentDataArray <NetworkIdComponent>(Allocator.TempJob), commandTargetFromEntity = GetComponentDataFromEntity <CommandTargetComponent>(), commandBuffer = World.GetExistingSystem <BeginSimulationEntityCommandBufferSystem>().CreateCommandBuffer().ToConcurrent() // FIXME: need to add the dependency to this too }; return(job.Schedule(entities.Length, 8, inputDeps)); }
protected override JobHandle UpdateNewEntities(NativeArray <Entity> entities, JobHandle inputDeps) { var job = new SetPlayerStateJob { entities = entities, snapshotFromEntity = GetBufferFromEntity <ShipSnapshotData>(), emitterFromEntity = GetComponentDataFromEntity <ParticleEmitterComponentData>(), shipStateFromEntity = GetComponentDataFromEntity <ShipStateComponentData>(), emitterData = GetSingleton <ClientSettings>().particleEmitter, playerEntities = m_PlayerGroup.ToEntityArray(Allocator.TempJob), playerIds = m_PlayerGroup.ToComponentDataArray <NetworkIdComponent>(Allocator.TempJob), playerStateFromEntity = GetComponentDataFromEntity <PlayerStateComponentData>() }; return(job.Schedule(entities.Length, 8, inputDeps)); }