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@tsubaki
Last active December 1, 2018 14:53
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対象を追跡する(Positionをキャッシュ)
using Unity.Entities;
using Unity.Jobs;
using Unity.Collections;
using Unity.Burst;
using Unity.Transforms;
using Unity.Mathematics;
using UnityEngine;
public class FollowTargetSystem : JobComponentSystem
{
ComponentGroup group;
private NativeArray<float3> positions;
const int max = 32;
protected override void OnCreateManager()
{
group = this.GetComponentGroupForIJobProcessComponentData(typeof(MoveToTargetJob));
positions = new NativeArray<float3>(max, Allocator.Persistent);
}
protected override void OnDestroyManager()
{
positions.Dispose();
}
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
inputDeps = new CopyPosition
{
targets = group.GetComponentDataArray<Target>(),
targetPositions = positions,
positionFromEntity = GetComponentDataFromEntity<Position>()
}.Schedule(group.CalculateLength(), 6, inputDeps);
inputDeps = new MoveToTargetJob
{
deltaTime = Time.deltaTime,
targetPositions = positions,
}.Schedule(this, inputDeps);
return inputDeps;
}
[BurstCompile]
struct CopyPosition : IJobParallelFor
{
[WriteOnly] public NativeArray<float3> targetPositions;
[ReadOnly] public ComponentDataArray<Target> targets;
[ReadOnly] public ComponentDataFromEntity<Position> positionFromEntity;
public void Execute(int index)
{
var entity = targets[index].Value;
targetPositions[index] = positionFromEntity[entity].Value;
}
}
[BurstCompile]
[RequireComponentTag(typeof(Target))]
struct MoveToTargetJob : IJobProcessComponentDataWithEntity<Position>
{
[ReadOnly] public NativeArray<float3> targetPositions;
public float deltaTime;
public void Execute(Entity entity, int index, ref Position pos)
{
var diff = targetPositions[index] - pos.Value;
pos.Value += math.normalize(diff) * deltaTime;
}
}
}
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