protected override JobHandle OnUpdate(JobHandle inputDeps) { inputDeps = new SyncActorDatas1ListJob { actorEntityFromActorId = actorClientSystem.actorEntityFromActorId, weaponAttributeFromEntity = GetComponentDataFromEntity <WeaponAttribute>(), } .ScheduleSingle(this, inputDeps); inputDeps.Complete();//后面ActorSyncDestroyClientSystem.actorClientSystem.actorEntityFromActorId.Remove 需要这里的actorClientSystem.actorEntityFromActorId操作结束 return(inputDeps); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { inputDeps = new SyncActorDatas1ListJob { actorEntityFromActorId = actorClientSystem.actorEntityFromActorId, hpFromEntity = GetComponentDataFromEntity <ActorAttribute3 <_HP> >(), powerFromEntity = GetComponentDataFromEntity <ActorAttribute3 <_Power> >(), forceAttributeFromEntity = GetComponentDataFromEntity <ShipForceAttribute>(), } .ScheduleSingle(this, inputDeps); //inputDeps.Complete();//后面ActorSyncDestroyClientSystem.actorClientSystem.actorEntityFromActorId.Remove 需要这里的actorClientSystem.actorEntityFromActorId操作结束 return(inputDeps); }