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40 行
1.3 KiB
40 行
1.3 KiB
using Unity.Burst;
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using Unity.Entities;
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using Unity.NetCode;
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using Unity.Physics;
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using static Unity.Entities.SystemAPI;
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namespace Unity.MegaCity.Gameplay
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{
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/// <summary>
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/// Handles shooting
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/// </summary>
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[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
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public partial struct ShootingSystem : 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<NetworkTime>();
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state.RequireForUpdate<PhysicsWorldHistorySingleton>();
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state.RequireForUpdate<PhysicsWorldSingleton>();
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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 netTime = GetSingleton<NetworkTime>();
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if (!netTime.IsFirstTimeFullyPredictingTick)
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return;
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var laserJob = new LaserJob
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{
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CollisionHistory = GetSingleton<PhysicsWorldHistorySingleton>(),
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PhysicsWorld = GetSingleton<PhysicsWorldSingleton>().PhysicsWorld,
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DeltaTime = Time.DeltaTime,
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PredictingTick = netTime.ServerTick,
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healthLookup = GetComponentLookup<VehicleHealth>()
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};
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state.Dependency = laserJob.ScheduleParallel(state.Dependency);
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}
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}
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}
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