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33 行
1.1 KiB
33 行
1.1 KiB
using Unity.Burst;
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using Unity.Entities;
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using Unity.Transforms;
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namespace Unity.MegaCity.Gameplay
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{
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/// <summary>
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/// System to handle the player vehicle cosmetic physics.
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/// </summary>
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[BurstCompile]
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[UpdateBefore(typeof(TransformSystemGroup))]
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[WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation | WorldSystemFilterFlags.ClientSimulation)]
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public partial struct PlayerVehicleCosmeticPhysicsSystem : ISystem
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{
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<PlayerVehicleCosmeticPhysics>();
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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var vehicleBraking = SystemAPI.GetComponentLookup<VehicleBraking>(true);
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var vehicleRoll = SystemAPI.GetComponentLookup<VehicleRoll>(true);
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var rollJob = new VehicleRollJob
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{
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VehicleBrakingLookup = vehicleBraking,
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VehicleRollLookup = vehicleRoll
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};
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state.Dependency = rollJob.ScheduleParallel(state.Dependency);
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}
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}
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}
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