Created
April 25, 2018 15:06
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using System.Collections; | |
using System.Collections.Generic; | |
using Unity.Collections; | |
using Unity.Jobs; | |
using UnityEngine; | |
using System.Linq; | |
public class AnyComponent : MonoBehaviour | |
{ | |
[SerializeField] Transform[] targets; | |
[SerializeField] Transform[] players; | |
void Update() | |
{ | |
var targetPositions = new NativeArray<Vector2>( | |
targets.Select(c => (Vector2)c.position).ToArray(), Allocator.Temp); | |
var handles = new NativeArray<JobHandle>(2, Allocator.Temp); | |
var job1 = new HitCheckJob(){ | |
playerPosition = players[0].position, | |
isHit = new NativeArray<int>(1, Allocator.TempJob), | |
source = targetPositions, | |
}; | |
var job2 = new HitCheckJob(){ | |
playerPosition = players[1].position, | |
isHit = new NativeArray<int>(1, Allocator.TempJob), | |
source = targetPositions, | |
}; | |
handles[0] = job1.Schedule(); | |
//handles[1] = job2.Schedule(); | |
handles[1] = job2.Schedule(handles[0]); | |
JobHandle.CompleteAll(handles); | |
handles.Dispose(); | |
job1.isHit.Dispose(); | |
job2.isHit.Dispose(); | |
targetPositions.Dispose(); | |
} | |
struct HitCheckJob : IJob | |
{ | |
public Vector2 playerPosition; | |
public NativeArray<Vector2> source; | |
[WriteOnly] public NativeArray<int> isHit; | |
public void Execute() | |
{ | |
var length = source.Length; | |
for(int i=0; i<length; i++){ | |
var distance = Vector2.Distance(playerPosition, source[i]); | |
if( distance < 1){ | |
isHit[0] = 1; | |
return; | |
} | |
} | |
} | |
} | |
} |
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