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@tsubaki
Created December 23, 2018 12:08
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using UnityEngine;
using Unity.Entities;
using Unity.Jobs;
using Unity.Collections;
public class TestSystem10 : JobComponentSystem
{
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
return new Process().ScheduleSingle(this, inputDeps);
}
[RequireComponentTag(typeof(SampleData4))]
struct Process : IJobProcessComponentData<SampleData2>
{
public void Execute(ref SampleData2 data)
{
Debug.Log("sample10");
}
}
}
using UnityEngine;
using Unity.Entities;
using Unity.Jobs;
using Unity.Collections;
public class TestSystem9 : JobComponentSystem
{
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
return new Process().ScheduleSingle(this, inputDeps);
}
[RequireComponentTag(typeof(SampleData4))]
struct Process : IJobProcessComponentData<SampleData1>
{
public void Execute(ref SampleData1 data)
{
Debug.Log("sample9");
}
}
}
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