Class DefaultGhostSpawnSystem<T>
Inheritance
System.Object
DefaultGhostSpawnSystem<T>
Syntax
[UpdateInGroup(typeof(GhostSpawnSystemGroup))]
[AlwaysUpdateSystem]
public abstract class DefaultGhostSpawnSystem<T> : JobComponentSystem where T : struct, ISnapshotData<T>
Type Parameters
Fields
m_PlayerGroup
Declaration
protected EntityQuery m_PlayerGroup
Field Value
Properties
GhostType
Declaration
public int GhostType { get; set; }
Property Value
Type |
Description |
System.Int32 |
|
NewGhostIds
Declaration
public NativeList<int> NewGhostIds { get; }
Property Value
Type |
Description |
Unity.Collections.NativeList<System.Int32> |
|
NewGhosts
Declaration
public NativeList<T> NewGhosts { get; }
Property Value
Type |
Description |
Unity.Collections.NativeList<T> |
|
Methods
MarkPredictedGhosts(NativeArray<T>, NativeArray<Int32>, NativeList<DefaultGhostSpawnSystem<T>.PredictSpawnGhost>, JobHandle)
Declaration
protected virtual JobHandle MarkPredictedGhosts(NativeArray<T> snapshots, NativeArray<int> predictionMask, NativeList<DefaultGhostSpawnSystem<T>.PredictSpawnGhost> predictSpawnGhosts, JobHandle inputDeps)
Parameters
Returns
OnCreate()
Declaration
protected override void OnCreate()
OnDestroy()
Declaration
protected override void OnDestroy()
OnUpdate(JobHandle)
Declaration
protected override JobHandle OnUpdate(JobHandle inputDeps)
Parameters
Returns
SetPredictedGhostDefaults(NativeArray<T>, NativeArray<Int32>, JobHandle)
Declaration
protected virtual JobHandle SetPredictedGhostDefaults(NativeArray<T> snapshots, NativeArray<int> predictionMask, JobHandle inputDeps)
Parameters
Returns
UpdateNewInterpolatedEntities(NativeArray<Entity>, JobHandle)
Declaration
protected virtual JobHandle UpdateNewInterpolatedEntities(NativeArray<Entity> entities, JobHandle inputDeps)
Parameters
Returns
UpdateNewPredictedEntities(NativeArray<Entity>, JobHandle)
Declaration
protected virtual JobHandle UpdateNewPredictedEntities(NativeArray<Entity> entities, JobHandle inputDeps)
Parameters
Returns