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ClosejobHandle | JobHandle to wait for. |
Instructs the renderer to wait for the completion of the provided JobHandle before beginning processing the meshes.
The following code example shows how to use a job to generate a mesh:
using System; using Unity.Collections; using Unity.Jobs; using UnityEngine; using UnityEngine.UIElements;
class CheckerboardElement : VisualElement { struct CheckerboardJob : IJob { [WriteOnly] public NativeSlice<Vertex> vertices; [WriteOnly] public NativeSlice<ushort> indices;
public int horizontalCount; public int verticalCount; public float divisions; public Color32 color1; public Color32 color2;
public void Execute() { Span<Color32> colors = stackalloc Color32[2]; colors[0] = color1; colors[1] = color2; int colorIndex = 0;
int vCount = 0; int iCount = 0;
float left = 0; float right = divisions; for (int i = 0; i < horizontalCount; ++i) { float top = 0; float bottom = divisions; for (int j = 0; j < verticalCount; ++j) { colorIndex = (i ^ j) & 1;
Color32 color = colors[colorIndex];
vertices[vCount + 0] = new Vertex { position = new Vector3(left, bottom), tint = color }; vertices[vCount + 1] = new Vertex { position = new Vector3(left, top), tint = color }; vertices[vCount + 2] = new Vertex { position = new Vector3(right, top), tint = color }; vertices[vCount + 3] = new Vertex { position = new Vector3(right, bottom), tint = color };
indices[iCount + 0] = (ushort)(vCount + 0); indices[iCount + 1] = (ushort)(vCount + 1); indices[iCount + 2] = (ushort)(vCount + 2); indices[iCount + 3] = (ushort)(vCount + 2); indices[iCount + 4] = (ushort)(vCount + 3); indices[iCount + 5] = (ushort)(vCount + 0);
vCount += 4; iCount += 6; top += divisions; bottom += divisions; }
left += divisions; right += divisions; } } }
int m_Divisions; Color32 m_Color1; Color32 m_Color2;
public CheckerboardElement(int divisions, Color32 color1, Color32 color2) { generateVisualContent = OnGenerateVisualContent; m_Divisions = divisions; m_Color1 = color1; m_Color2 = color2; }
void OnGenerateVisualContent(MeshGenerationContext mgc) { int horizontalCount = Mathf.FloorToInt(layout.width / m_Divisions); int verticalCount = Mathf.FloorToInt(layout.height / m_Divisions);
if (horizontalCount == 0 || verticalCount == 0) return;
var job = new CheckerboardJob { horizontalCount = horizontalCount, verticalCount = verticalCount, divisions = m_Divisions, color1 = m_Color1, color2 = m_Color2 };
int quads = horizontalCount * verticalCount;
mgc.AllocateTempMesh(quads * 4, quads * 6, out job.vertices, out job.indices); mgc.DrawMesh(job.vertices, job.indices);
JobHandle jobHandle = job.Schedule(); mgc.AddMeshGenerationJob(jobHandle); } }
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