// Update is called once per frame void Update() { if (batsEnabled) { moveHandle.Complete(); if (Input.GetKeyDown("space")) { SpawnBat(); } moveJob = new MovementJob() { moveSpeed = moveSpeed, deltaTime = Time.deltaTime, lowerBoundX = lowerBoundX, upperBoundX = upperBoundX, lowerBoundZ = lowerBoundZ, upperBoundZ = upperBoundZ, randomNums = randNums //randDirDeg = randDeg, }; moveHandle = moveJob.Schedule(transforms); JobHandle.ScheduleBatchedJobs(); } }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MovementJob { }; return(job.Schedule(this, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MovementJob( ) { deltaTime = Time.deltaTime }; return(job.Schedule(this, 64, inputDeps));; }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob moveJob = new MovementJob { }; JobHandle moveHandle = moveJob.Schedule(this, inputDeps); return(moveHandle); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new MovementJob() { DeltaTime = UnityEngine.Time.deltaTime }; return(job.Schedule(this, inputDependencies)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob moveJob = new MovementJob { deltaTime = Time.deltaTime }; return(moveJob.Schedule(this, inputDeps)); }
public JobHandle ProcessMovementJob(float deltaTime, JobHandle inputDependencies = default(JobHandle)) { MovementJob job = new MovementJob { DeltaTime = deltaTime }; return(job.Schedule(this, inputDependencies)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MovementJob(endSimulation.CreateCommandBuffer().ToConcurrent(), Time.deltaTime); JobHandle jobHandle = job.Schedule(this, inputDeps); endSimulation.AddJobHandleForProducer(jobHandle); return(jobHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob moveJob = new MovementJob(); moveJob.positions = m_Group.positions; moveJob.rotations = m_Group.rotations; JobHandle moveHandle = moveJob.Schedule(m_Group.Length, 64, inputDeps); return(moveHandle); }
// Set up jobs per frame protected override JobHandle OnUpdate(JobHandle inputDeps) { var mj = new MovementJob() { dt = 0.01f, }; var h = mj.Schedule(this, inputDeps); return(h); }
//private EntityArchetype arc; // //protected override void OnCreateManager() //{ // arc = EntityManager.CreateArchetype(typeof(Position), typeof(Test), typeof(Unity.Rendering.MeshInstanceRendererComponent)); //} protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob job = new MovementJob { deltaTime = Time.deltaTime }; JobHandle handle = job.Schedule(this, inputDeps); return(handle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MovementJob { deltaTime = Time.deltaTime, heightFactor = AudioWaveProvider.Instance.CurrentWave, maxHeight = AudioWaveProvider.Instance.MaxHeight, waveIntensity = AudioWaveProvider.Instance.WaveIntensity }; return(job.Schedule(this, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob MJob = new MovementJob { DeltaTime = UnityEngine.Time.deltaTime, }; JobHandle MoveHandle = MJob.Schedule(this, inputDeps); return(MoveHandle); }
private void Update() { var moveJob = new MovementJob { Position = _position.AsDeferredJobArray(), Velocity = _velocity.AsDeferredJobArray(), DeltaTime = Time.deltaTime, Area = area }; var moveHandler = moveJob.Schedule(_transform); moveHandler.Complete(); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob moveJob = new MovementJob { topBound = GameManager.GM.topBound, bottomBound = GameManager.GM.bottomBound, deltaTime = Time.deltaTime }; JobHandle moveHandle = moveJob.Schedule(this, inputDeps); return(moveHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var gm = GameManager_ECS.Instance; var moveJob = new MovementJob { topBound = gm.topBound, buttonBound = gm.bottomBound, deltaTime = Time.deltaTime, }; JobHandle moveHandle = moveJob.Schedule(this, 64, inputDeps); return(moveHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new MovementJob { deltatime = Time.deltaTime }; var jh = job.Schedule(this, inputDeps); var jobScaled = new MovementScaledJob { deltatime = Time.deltaTime }; return(jobScaled.Schedule(this, jh)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { ComponentTypeHandle <Translation> translationType = GetComponentTypeHandle <Translation>(); ComponentTypeHandle <Velocity> velocityType = GetComponentTypeHandle <Velocity>(); MovementJob job = new MovementJob { TranslationType = translationType, VelocityType = velocityType, dt = Time.DeltaTime }; return(job.Schedule(m_Group, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var translationType = GetArchetypeChunkComponentType <Translation>(); var movementType = GetArchetypeChunkComponentType <MovementComponent>(); var job = new MovementJob() { DeltaTime = Time.DeltaTime, TranslationType = translationType, MovementComponentType = movementType }; return(job.Schedule(entityQuery, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob moveJob = new MovementJob { randx = GameManager.GM.getRandomX(), randz = GameManager.GM.getRandomZ(), deltaTime = Time.deltaTime }; JobHandle moveHandle = moveJob.Schedule(this, inputDeps); return(moveHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { //Debug.Log("ECSWithJobSystemMethod"); MovementJob moveJob = new MovementJob { topBound = GameManager.GM.topBound, bottomBound = GameManager.GM.bottomBound, deltaTime = Time.deltaTime }; JobHandle moveHandle = moveJob.Schedule(this, inputDeps); //moveHandle.Complete(); return(moveHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob moveIt = new MovementJob { TopBound = GameManagerECS.GM.TopLeftBound.transform.position.y, BotBound = GameManagerECS.GM.BotRightBound.transform.position.y, LeftBound = GameManagerECS.GM.TopLeftBound.transform.position.x, RightBound = GameManagerECS.GM.BotRightBound.transform.position.x, deltaTime = Time.deltaTime }; JobHandle moveHandle = moveIt.Schedule(this, 64, inputDeps); return(moveHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { MovementJob moveJob = new MovementJob { //topBound = ShipMovementManager.GM.topBound, //bottomBound = ShipMovementManager.GM.bottomBound, topBound = ShipMovementManager.GM.WorldResetTop, bottomBound = ShipMovementManager.GM.WorldResetBottom, deltaTime = Time.deltaTime }; JobHandle moveHandle = moveJob.Schedule(this, inputDeps); return(moveHandle); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var heroTranslation = World.EntityManager.GetComponentData <Translation>(this.heroEntity); MovementJob movementJob = new MovementJob { HeroSpeed = this.World.EntityManager.GetComponentData <CarComponent>(heroEntity).Speed, DeltaTime = Time.DeltaTime, HeroZ = heroTranslation.Value.z, HeroId = this.heroID, KMToTranslationUnit = Settings.KMToTranslationUnit, EntityCommandBuffer = entityCommandBufferSystem.CreateCommandBuffer().ToConcurrent(), }; return(movementJob.Schedule(this, inputDeps)); }
protected override void Update() { moveHandle.Complete(); if (Input.GetKeyUp(KeyCode.Space)) { SpawnUnits(unitySpawnIncrement); } jobsMovement.deltaTime = Time.deltaTime; jobsMovement.random = Random.Range(float.MinValue, float.MaxValue); moveHandle = jobsMovement.Schedule(transforms); JobHandle.ScheduleBatchedJobs(); UpdateFPS(); }
private static IEnumerator Operate() { MovementJob _movementJob = new MovementJob(); EnergyJob _energyJob = new EnergyJob(); while (true) { if (_Transforms.length == 0) { yield return(null); } int j = 0; foreach (Drone drone in Drones.Values) { var dE = _EnergyInfoArray[j].energy; drone.UpdateEnergy(dE); drone.GetHub().UpdateEnergy(dE); drone.GetBattery().DischargeBattery(dE); SimManager.UpdateEnergy(dE); _PreviousPositions[j] = drone.PreviousPosition; drone.PreviousPosition = drone.transform.position; _JobInfoArray[j] = drone.GetMovementInfo(_JobInfoArray[j]); _EnergyInfoArray[j] = drone.GetEnergyInfo(_EnergyInfoArray[j]); j++; } _movementJob.nextMove = _JobInfoArray; _movementJob.rt_dt = _PreviousPositions; _movementJob.deltaTime = _time.Timer(); _energyJob.energies = _EnergyInfoArray; _energyJob.deltaTime = _time.Timer(); _time.Now(); movementJobHandle = _movementJob.Schedule(_Transforms); energyJobHandle = _energyJob.Schedule(_Transforms.length, 1); yield return(null); energyJobHandle.Complete(); movementJobHandle.Complete(); } }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var lightSourcesCount = LightSourcesController.Instance.LightSources.Length; var lightSourcesPositions = new NativeArray <float3>(lightSourcesCount, Allocator.TempJob); var lightSourcesRanges = new NativeArray <float>(lightSourcesCount, Allocator.TempJob); LightSourcesController.Instance.GetLightSourcesPositions(ref lightSourcesPositions); LightSourcesController.Instance.GetLightSourcesRanges(ref lightSourcesRanges); var job = new MovementJob { DeltaTime = Time.deltaTime, LightSourcesPositions = lightSourcesPositions, LightSourcesRanges = lightSourcesRanges }; return(job.Schedule(this, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDesc) { var _translationType = GetArchetypeChunkComponentType <Translation>(false); var _rotationType = GetArchetypeChunkComponentType <Rotation>(false); var _moveSpeedType = GetArchetypeChunkComponentType <MoveSpeedComponent>(true); var _moveBounds = GetArchetypeChunkComponentType <MoveBounds>(true); MovementJob job = new MovementJob { translationType = _translationType, rotationType = _rotationType, moveSpeedComponentType = _moveSpeedType, moveBoundsType = _moveBounds, deltaTime = Time.deltaTime }; return(job.Schedule(m_Group, inputDesc)); }
//protected override JobHandle OnUpdate(JobHandle inputDeps) //{ // MovementJob moveJob = new MovementJob // { // topBound = GameManager.gameManager.topBound, // bottomBound = GameManager.gameManager.bottomBound, // deltaTime = Time.DeltaTime // }; // JobHandle moveHandle = moveJob.Schedule(this, inputDeps); // return moveHandle; //} // OnUpdate runs on the main thread. protected override void OnUpdate() { ComponentTypeHandle <Translation> translationType = GetComponentTypeHandle <Translation>(); ComponentTypeHandle <Rotation> rotationType = GetComponentTypeHandle <Rotation>(); ComponentTypeHandle <MoveSpeed> moveSpeedType = GetComponentTypeHandle <MoveSpeed>(true); MovementJob moveJob = new MovementJob() { TranslationTypeHandle = translationType, RotationTypeHandle = rotationType, MoveSpeedTypeHandle = moveSpeedType, deltaTime = Time.DeltaTime, topBound = GameManager.gameManager.topBound, bottomBound = GameManager.gameManager.bottomBound, }; Dependency = moveJob.Schedule(group, Dependency); }
// Update is called once per frame void Update() { moveJob = new MovementJob() { maxDistance = this.maxDistance, firstPos = this.firstPos.magnitude, step = this.step, time = Time.deltaTime }; handle = moveJob.Schedule(transforms); JobHandle.ScheduleBatchedJobs(); handle.Complete(); if (handle.IsCompleted) { transforms.Dispose(); } }