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1,608 changes: 1,522 additions & 86 deletions Assets/Art/Effects/Shields/ShieldShader.shadergraph

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Binary file added Assets/Art/plane.fbx
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102 changes: 102 additions & 0 deletions Assets/Art/plane.fbx.meta

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58 changes: 58 additions & 0 deletions Assets/Battle/Effects/Lasers/BeamEffectRenderSystem.cs
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using UnityEngine;

using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Collections;

using Battle.Combat;

namespace Battle.Effects
{
[AlwaysUpdateSystem]
[UpdateInGroup(typeof(AttackResultSystemsGroup))]
[UpdateAfter(typeof(ShieldsAbsorbDamageSystem))]
[UpdateAfter(typeof(BeamEffectSystem))]
public class BeamEffectRenderSystem : SystemBase
{

Segments.Batch _batch;
EntityQuery _queryBeams;

protected override void OnCreate ()
{
string laserBeamPath = "laser-beam";
Material laserBeamMat = Resources.Load<Material>( laserBeamPath );
if( laserBeamMat==null ) Debug.LogWarning($"laserBeamMat not found in Resources under given path: \"{laserBeamPath}\"");

Segments.Core.CreateBatch( out _batch , laserBeamMat );
}

protected override void OnDestroy ()
{
_batch.Dispose();
}

protected override void OnUpdate ()
{
var buffer = _batch.buffer;
buffer.Length = _queryBeams.CalculateEntityCount();

Dependency =
Entities
.WithStoreEntityQueryInField( ref _queryBeams )
.WithNativeDisableParallelForRestriction( buffer )
.ForEach( ( int entityInQueryIndex , in BeamEffect beam ) =>
{
buffer[entityInQueryIndex] = new float3x2{
c0 = beam.start ,
c1 = beam.end
};
} )
.WithBurst()
.ScheduleParallel( JobHandle.CombineDependencies( Dependency , _batch.Dependency ) );

_batch.Dependency = Dependency;
}
}
}

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109 changes: 0 additions & 109 deletions Assets/Battle/Effects/Lasers/RenderBeamEffectSystem.cs

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