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Copy pathStaticAsteroidSystem.cs
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49 lines (46 loc) · 1.63 KB
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using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.NetCode;
using Unity.Collections;
using Unity.Burst;
namespace Asteroids.Client
{
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
[UpdateBefore(typeof(TransformSystemGroup))]
[BurstCompile]
public partial struct StaticAsteroidSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<StaticAsteroid>();
}
[BurstCompile]
partial struct StaticAsteroidJob : IJobEntity
{
public NetworkTick tick;
public float tickFraction;
public float frameTime;
public void Execute(ref LocalTransform transform, in StaticAsteroid staticAsteroid)
{
transform.Position = staticAsteroid.GetPosition(tick, tickFraction, frameTime);
transform.Rotation = staticAsteroid.GetRotation(tick, tickFraction, frameTime);
}
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
SystemAPI.TryGetSingleton<ClientServerTickRate>(out var tickRate);
tickRate.ResolveDefaults();
var networkTime = SystemAPI.GetSingleton<NetworkTime>();
var asteroidJob = new StaticAsteroidJob
{
tick = networkTime.InterpolationTick,
tickFraction = networkTime.InterpolationTickFraction,
frameTime = tickRate.SimulationFixedTimeStep
};
state.Dependency = asteroidJob.ScheduleParallel(state.Dependency);
}
}
}