protected override JobHandle OnUpdate(JobHandle inputDeps) { MoveForwardJob job = new MoveForwardJob { dt = Time.deltaTime, speed = speed, }; return(job.Schedule(this, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var commandBuffer = m_Barrier.CreateCommandBuffer().ToConcurrent(); var job = new MoveForwardJob { CommandBuffer = commandBuffer, dt = Time.deltaTime }.Schedule(this, inputDeps); m_Barrier.AddJobHandleForProducer(job); return(job); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MoveForwardJob() { DeltaTime = Time.deltaTime, EntityCommandBuffer = _barrier.CreateCommandBuffer(), }; var jobHandle = job.Schedule(this, inputDeps); jobHandle.Complete(); return(jobHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MoveForwardJob() { CurrentTime = Time.time, DeltaTime = Time.deltaTime, EntityCommandBuffer = _barrier.CreateCommandBuffer(), }; inputDeps = job.Schedule(this, inputDeps); _barrier.AddJobHandleForProducer(inputDeps); return(inputDeps); }
protected override JobHandle OnUpdate(JobHandle handle) { var moveForwardJob = new MoveForwardJob(); var destroyGameObjectJob = new DestroyGameObjectJob(); var turnJob = new TurnJob(); var chaseJob = new ChaseJob(); handle = moveForwardJob.Schedule(this, handle); handle = destroyGameObjectJob.Schedule(this, handle); handle = turnJob.Schedule(this, handle); handle = chaseJob.Schedule(this, handle); return(handle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { JobHandle forwardJob = new MoveForwardJob { DeltaTime = Time.DeltaTime }.Schedule(this, inputDeps); JobHandle toPosition = new MoveToPositionJob { DeltaTime = Time.DeltaTime }.Schedule(this, forwardJob); return(toPosition); }