protected override JobHandle OnUpdate(JobHandle inputDeps) { float dt = Time.DeltaTime; JobHandle myJob = Entities.ForEach((ref PhysicsVelocity vel, in PhysicsMass mass, in MotionComponent motion) => { ComponentExtensions.ApplyLinearImpulse(ref vel, mass, motion.direction * motion.speed * dt); }).Schedule(inputDeps);
protected override void OnUpdate() { if (GameManager.Instance.IsRunning()) { var dt = Time.DeltaTime; var inputData = EntityManager.GetComponentData <CharacterControllerInput>(GetSingletonEntity <CharacterControllerInput>()); var move = new float3(inputData.Movement.x, inputData.Jumped ? 1 : 0, inputData.Movement.y); move *= multiplier * dt; inputData.Movement = float2.zero; Entities.WithAll <PlayerTagComponent>().ForEach( (ref PhysicsVelocity _physicsVelocity, ref PhysicsMass _physicsMass) => { ComponentExtensions.ApplyLinearImpulse(ref _physicsVelocity, _physicsMass, move); }); } }