Пример #1
0
        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            JobHandle jobHandle = new TriggerCollisonCheckJob
            {
                enemies = GetComponentDataFromEntity <UnitEnemy>(true)
            }.Schedule(_stepPhysicsWorldSystem.Simulation, ref _buildPhysicsWorldSystem.PhysicsWorld, inputDeps);

            return(jobHandle);
        }
Пример #2
0
        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            JobHandle jobHandle = new TriggerCollisonCheckJob
            {
                Enemies              = GetComponentDataFromEntity <UnitEnemy>(true),
                Projectiles          = GetComponentDataFromEntity <ProjectileData>(true),
                AllSystemsHealthData = GetComponentDataFromEntity <HealthData>(),

                EntityCommandBuffer = _commandBufferSystem.CreateCommandBuffer()
            }.Schedule(_stepPhysicsWorldSystem.Simulation, ref _buildPhysicsWorldSystem.PhysicsWorld, inputDeps);

            _commandBufferSystem.AddJobHandleForProducer(jobHandle);

            return(jobHandle);
        }