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)); }