public SimulationJob(WorldDataAccess worldDataAccess, WorldSimulationState worldSimulationState, WorldSimulationStateService worldSimulationStateService, string persistentDataPath) { _worldSimulationState = worldSimulationState; _worldSimulationStateService = worldSimulationStateService; _worldDataAccess = worldDataAccess; _persistentDataPath = persistentDataPath; }
public LoadTokenJob(WorldDataAccess worldDataAccess, Vector3 position, int raduis, string persistentDataPath) { _worldDataAccess = worldDataAccess; _position = position; _radius = raduis; _persistentDataPath = persistentDataPath; }
public SimulateAreaJob(WorldDataAccess worldDataAccess, TokenRequest tokenRequest, WorldSimulationState state, string persistentDataPath, Action onComplete) { _tokenRequest = tokenRequest; _state = state; _worldDataAccess = worldDataAccess; _persistentDataPath = persistentDataPath; _onComplete = onComplete; }
private IEnumerator DrawGroundCoroutine(WorldDataAccess worldDataAccess) { Vector3 targetPosition = _target.position; LoadTokenJob loadTokenJob = new LoadTokenJob(worldDataAccess, targetPosition, _radius, Application.persistentDataPath); loadTokenJob.Start(); while (loadTokenJob.Output == null) { yield return(0); } OnGetTokenComplete(loadTokenJob.Output); worldDataAccess.ReturnToken(loadTokenJob.Output); }
private void OnDataAccessRequested(WorldDataAccess worldDataAccess) { _worldDataAccess = worldDataAccess; StartCoroutine(SimulationCoroutine()); }