protected override JobHandle OnUpdate(JobHandle inputDeps) { TurnJob turnJob = new TurnJob { }; return(turnJob.Schedule(this, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { if (Settings.IsPlayerDead()) { return(inputDeps); } var job = new TurnJob { playerPosition = Settings.PlayerPosition }; return(job.Schedule(this, 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); }
// ============================================================================================================= /// <summary> /// The query above (our Job) will be called here. /// </summary> /// <param name="inputDeps">Our input dependencies.</param> /// <returns></returns> protected override JobHandle OnUpdate(JobHandle inputDeps) { if (GameSettings.Instance == null) { return(inputDeps); } //We can access MonoBehaviour here, as you can see. if (GameSettings.Instance.IsPlayerDead) { return(inputDeps); } //Create a new Job, set a value that our query needs and execute what we want. var job = new TurnJob { playerPosition = GameSettings.Instance.PlayerPosition }; //Add to our job schedule and we are set. return(job.Schedule(this, inputDeps)); }