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SpinSystem.cs
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using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.Profiling.LowLevel.Unsafe;
namespace HelloCube.StateChange
{
public partial struct SpinSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<ExecuteStateChange>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var config = SystemAPI.GetSingleton<Config>();
state.Dependency.Complete();
var before = ProfilerUnsafeUtility.Timestamp;
if (config.Mode == Mode.VALUE)
{
new SpinByValueJob
{
Offset = quaternion.RotateY(SystemAPI.Time.DeltaTime * math.PI)
}.ScheduleParallel();
}
else
{
new SpinJob
{
Offset = quaternion.RotateY(SystemAPI.Time.DeltaTime * math.PI)
}.ScheduleParallel();
}
state.Dependency.Complete();
var after = ProfilerUnsafeUtility.Timestamp;
#if UNITY_EDITOR
// profiling
var conversionRatio = ProfilerUnsafeUtility.TimestampToNanosecondsConversionRatio;
var elapsed = (after - before) * conversionRatio.Numerator / conversionRatio.Denominator;
SystemAPI.GetSingletonRW<StateChangeProfilerModule.FrameData>().ValueRW.SpinPerf = elapsed;
#endif
}
}
[BurstCompile]
public partial struct SpinByValueJob : IJobEntity
{
public quaternion Offset;
void Execute(ref LocalTransform transform, in Spin spin)
{
if (spin.IsSpinning)
{
transform = transform.Rotate(Offset);
}
}
}
[WithAll(typeof(Spin))]
[BurstCompile]
partial struct SpinJob : IJobEntity
{
public quaternion Offset;
void Execute(ref LocalTransform transform)
{
transform = transform.Rotate(Offset);
}
}
}