using Unity.Entities; namespace TinyPhysics.Systems { /// /// Open door when player is nearby /// [UpdateAfter(typeof(ProximitySystem))] public class ElevatorProximitySystem : SystemBase { protected override void OnUpdate() { Entities.ForEach((ref Proximity proximity, ref Elevator elevator) => { if (proximity.distanceHit.Entity != Entity.Null) { elevator.ElevatorState = ElevatorState.GoingDown; } else elevator.ElevatorState = ElevatorState.GoingUp; }).ScheduleParallel(); } } }