Setup scene, spawn sprites within different zones, NOOP burst compile flow
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@ -71,3 +71,4 @@ crashlytics-build.properties
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# Temporary auto-generated Android Assets
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# Temporary auto-generated Android Assets
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/[Aa]ssets/[Ss]treamingAssets/aa.meta
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/[Aa]ssets/[Ss]treamingAssets/aa.meta
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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/Profiling/
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@ -6,7 +6,7 @@ TextureImporter:
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serializedVersion: 13
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serializedVersion: 13
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mipmaps:
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mipmaps:
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mipMapMode: 0
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mipMapMode: 0
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enableMipMap: 0
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enableMipMap: 1
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sRGBTexture: 1
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sRGBTexture: 1
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linearTexture: 0
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linearTexture: 0
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fadeOut: 0
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fadeOut: 0
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@ -6,7 +6,7 @@ TextureImporter:
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serializedVersion: 13
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serializedVersion: 13
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mipmaps:
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mipmaps:
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mipMapMode: 0
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mipMapMode: 0
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enableMipMap: 0
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enableMipMap: 1
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sRGBTexture: 1
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sRGBTexture: 1
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linearTexture: 0
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linearTexture: 0
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fadeOut: 0
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fadeOut: 0
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@ -1,21 +1,123 @@
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using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using Unity.Collections;
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using Unity.Burst;
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using Unity.Jobs;
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using Unity.Mathematics;
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public class Spawner : MonoBehaviour
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public class Game : MonoBehaviour
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{
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{
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public static Transform[] TargetTransforms;
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[SerializeField] private int numBlues;
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public static Transform[] SeekerTransforms;
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[SerializeField] private int numReds;
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[SerializeField] private GameObject bluePrefab;
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[SerializeField] private GameObject redPrefab;
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[SerializeField] private Rect[] areasOfTheMap;
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public GameObject SeekerPrefab;
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private int maxQuadTreeSize;
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public GameObject TargetPrefab;
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private Transform[] blueTransforms;
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private Transform[] redTransforms;
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public int NumSeekers;
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private NativeArray<float2> bluePositions;
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public int NumTargets;
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private NativeArray<float2> redPositions;
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public Vector2 Bounds;
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private NativeArray<float4> quadTree;
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private NativeArray<long> nearestEnemyOfBlueIndex;
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private NativeArray<long> nearestEnemyOfRedIndex;
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public void Start()
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public void Start()
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{
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{
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Random.InitState(123);
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blueTransforms = new Transform[numBlues];
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redTransforms = new Transform[numReds];
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int nearestPowerOf2(int n)
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{
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int a = (int)(Math.Log(n) / Math.Log(2));
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return (int)Math.Pow(2, a) == n
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? n
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: (int)Math.Pow(2, a + 1);
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}
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}
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maxQuadTreeSize = nearestPowerOf2(numBlues + numReds);
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// This is actually the size of the max subdivisions
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int maxSubDivisions = 5;
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maxQuadTreeSize = (int)Math.Pow(4, maxSubDivisions);
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Debug.Log(maxQuadTreeSize);
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void InstantiatePrefabs(int amount, GameObject prefab, Transform[] transforms, Rect area) {
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for (int i = 0; i < amount; i++) {
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var go = GameObject.Instantiate(prefab);
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transforms[i] = go.transform;
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float randX = UnityEngine.Random.Range(area.x, area.x + area.width);
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float randY = UnityEngine.Random.Range(area.y, area.y + area.height);
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go.transform.localPosition = new Vector3(randX, 0, randY);
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}
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};
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InstantiatePrefabs(numBlues, bluePrefab, blueTransforms, areasOfTheMap[0]);
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InstantiatePrefabs(numReds, redPrefab, redTransforms, areasOfTheMap[1]);
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bluePositions = new NativeArray<float2>(numBlues, Allocator.Persistent);
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redPositions = new NativeArray<float2>(numReds, Allocator.Persistent);
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quadTree = new NativeArray<float4>(maxQuadTreeSize, Allocator.Persistent);
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nearestEnemyOfBlueIndex = new NativeArray<long>(numBlues, Allocator.Persistent);
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nearestEnemyOfRedIndex = new NativeArray<long>(numReds, Allocator.Persistent);
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}
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float2 Vec3ToF2(Vector3 v) => new float2(v.x, v.z);
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public void Update()
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{
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int i = 0;
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int min = numBlues > numReds ? numBlues : numReds;
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while (i < min)
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{
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bluePositions[i] = Vec3ToF2(blueTransforms[i].localPosition);
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redPositions[i] = Vec3ToF2(redTransforms[i].localPosition);
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i++;
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}
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while (i < numBlues)
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{
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bluePositions[i] = Vec3ToF2(blueTransforms[i].localPosition);
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i++;
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}
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while (i < numReds)
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{
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redPositions[i] = Vec3ToF2(redTransforms[i].localPosition);
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i++;
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}
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var constructJob = new ConstructQuadTreeJob
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{
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positions = bluePositions,
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quadTree = quadTree,
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};
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var constructHandle = constructJob.Schedule(maxQuadTreeSize, 100);
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constructHandle.Complete();
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var findEnemyJob = new FindNearestEnemyQuadTreeJob
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{
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bluePositions = bluePositions,
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redPositions = redPositions,
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quadTree = quadTree,
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nearestEnemyOfBlueIndex = nearestEnemyOfBlueIndex,
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nearestEnemyOfRedIndex = nearestEnemyOfRedIndex,
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};
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var findRedsHandle = findEnemyJob.Schedule(numBlues, 100);
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// We don't have a dependency on findRedsHandle, but we do have to wait for both
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// findReds and findBlues to finish
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findRedsHandle.Complete();
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var findBluesHandle = findEnemyJob.Schedule(numReds, 100);
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findBluesHandle.Complete();
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}
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public void OnDestroy()
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{
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bluePositions.Dispose();
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redPositions.Dispose();
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quadTree.Dispose();
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}
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}
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}
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42
Assets/Code/Jobs.cs
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42
Assets/Code/Jobs.cs
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@ -0,0 +1,42 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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[BurstCompile]
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public struct ConstructQuadTreeJob : IJobParallelFor
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{
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[ReadOnly] public Rect rect;
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[ReadOnly] public NativeArray<float2> positions;
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public NativeArray<float4> quadTree;
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public NativeArray<int> sortedIndices;
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const int capacity = 4;
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public void Execute(int index)
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{
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for (int i = 0; i < positions.Length; i++) {}
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// [ (0, ) ]
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// A
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// B C
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// D E F G
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// [A, B, C, D, E, F, G]
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}
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}
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[BurstCompile]
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public struct FindNearestEnemyQuadTreeJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<float2> bluePositions;
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[ReadOnly] public NativeArray<float2> redPositions;
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[ReadOnly] public NativeArray<float4> quadTree;
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public NativeArray<long> nearestEnemyOfBlueIndex;
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public NativeArray<long> nearestEnemyOfRedIndex;
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public void Execute(int index)
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{
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}
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}
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11
Assets/Code/Jobs.cs.meta
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11
Assets/Code/Jobs.cs.meta
Normal file
@ -0,0 +1,11 @@
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Prefabs.meta
Normal file
8
Assets/Prefabs.meta
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@ -0,0 +1,8 @@
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guid: 8412b201912c19b1a98bc5974315fcdf
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108
Assets/Prefabs/WarriorBlue.prefab
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108
Assets/Prefabs/WarriorBlue.prefab
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@ -0,0 +1,108 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!1 &8037548089323100954
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m_LocalPosition: {x: 0, y: 2.52, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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7
Assets/Prefabs/WarriorBlue.prefab.meta
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Normal file
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@ -208,13 +208,13 @@ Transform:
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35
HOURS.org
35
HOURS.org
@ -1,21 +1,34 @@
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|||||||
#+STARTUP overview nohidedrawers
|
#+STARTUP overview nohidedrawers
|
||||||
|
|
||||||
* Tiny Swords - DOTS Hours
|
* Tiny Swords - DOTS Hours
|
||||||
#+BEGIN: clocktable :scope subtree :maxlevel 4 :block thisweek
|
#+BEGIN: clocktable :scope subtree :maxlevel 4 :block thismonth
|
||||||
#+CAPTION: Clock summary at [2024-07-18 Thu 16:28], for week 2024-W29.
|
#+CAPTION: Clock summary at [2024-07-25 Thu 05:16], for July 2024.
|
||||||
| Headline | Time | | |
|
| Headline | Time | | |
|
||||||
|------------------------+-------+-------+------|
|
|--------------------------+------+------+------|
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||||||
| *Total time* | *10:55* | | |
|
| *Total time* | *6:31* | | |
|
||||||
|------------------------+-------+-------+------|
|
|--------------------------+------+------+------|
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||||||
| Hyperscale Hours | 10:55 | | |
|
| Tiny Swords - DOTS Hours | 6:31 | | |
|
||||||
| \_ July | | 10:55 | |
|
| \_ July | | 6:31 | |
|
||||||
| \_ <2024-07-15 Mon> | | | 1:07 |
|
| \_ <2024-07-23 Tue> | | | 3:44 |
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||||||
| \_ <2024-07-16 Tue> | | | 4:36 |
|
| \_ <2024-07-24 Wed> | | | 2:47 |
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||||||
| \_ <2024-07-17 Wed> | | | 1:56 |
|
|
||||||
| \_ <2024-07-18 Thu> | | | 3:16 |
|
|
||||||
#+END:
|
#+END:
|
||||||
** July
|
** July
|
||||||
*** <2024-07-23 Tue>
|
*** <2024-07-23 Tue>
|
||||||
:LOGBOOK:
|
:LOGBOOK:
|
||||||
|
CLOCK: [2024-07-23 Tue 19:20]--[2024-07-23 Tue 20:15] => 0:55
|
||||||
|
CLOCK: [2024-07-23 Tue 17:57]--[2024-07-23 Tue 19:11] => 1:14
|
||||||
CLOCK: [2024-07-23 Tue 15:15]--[2024-07-23 Tue 16:50] => 1:35
|
CLOCK: [2024-07-23 Tue 15:15]--[2024-07-23 Tue 16:50] => 1:35
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||||||
:END:
|
:END:
|
||||||
|
*** <2024-07-24 Wed>
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:LOGBOOK:
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||||||
|
CLOCK: [2024-07-24 Wed 19:50]--[2024-07-24 Wed 20:44] => 0:54
|
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|
CLOCK: [2024-07-24 Wed 17:30]--[2024-07-24 Wed 19:23] => 1:53
|
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:END:
|
||||||
|
*** <2024-07-25 Thu>
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|
:LOGBOOK:
|
||||||
|
CLOCK: [2024-07-25 Thu 05:30]--[2024-07-25 Thu 06:22] => 0:52
|
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|
:END:
|
||||||
|
*** <2024-07-26 Fri>
|
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|
:LOGBOOK:
|
||||||
|
CLOCK: [2024-07-26 Fri 07:20]
|
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|
:END:
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@ -3,33 +3,45 @@
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Loading…
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Reference in New Issue
Block a user