public JobHandle ScheduleJob(GameSurfaceState state, JobHandle dependencies)
        {
            JCutGameSurface job = new JCutGameSurface
            {
                fromGridPos = new Vector2Int(_fromX, _fromY),
                toGridPos   = new Vector2Int(_toX, _toY),
                Surface     = state.Surface,
            };

            return(job.Schedule(dependencies));
        }
        public JobHandle ScheduleJob(GameSurfaceState state, JobHandle dependencies)
        {
            JSpawnCircleSurface job = new JSpawnCircleSurface
            {
                Radius         = Radius,
                Position       = WorldPosition,
                Surface        = state.Surface,
                OverwriteState = HealSurface ? SurfaceState.Intact : SurfaceState.Destroyed,
            };

            return(job.Schedule(GameSurface.SurfacePieceCount, dependencies));
        }