using Unity.Burst;
using Unity.Entities;
using Unity.NetCode;
using Unity.Physics;
using static Unity.Entities.SystemAPI;
namespace Unity.MegaCity.Gameplay
{
///
/// Handles shooting
///
[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
public partial struct ShootingSystem : ISystem
{
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate();
state.RequireForUpdate();
state.RequireForUpdate();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var netTime = GetSingleton();
if (!netTime.IsFirstTimeFullyPredictingTick)
return;
var laserJob = new LaserJob
{
CollisionHistory = GetSingleton(),
PhysicsWorld = GetSingleton().PhysicsWorld,
DeltaTime = Time.DeltaTime,
PredictingTick = netTime.ServerTick,
healthLookup = GetComponentLookup()
};
state.Dependency = laserJob.ScheduleParallel(state.Dependency);
}
}
}