using Unity.Entities; using Unity.Mathematics; namespace DefaultNamespace { [UpdateAfter(typeof(WeaponFiringSystem))] public class WeaponSystem : ComponentSystem { protected override void OnUpdate() { var dt = Time.DeltaTime; Entities.ForEach( (WeaponPropertiesData weaponProp, ref WeaponData weaponData, ref WeaponAccuracyData accuracy) => { weaponData.FireTimer = math.max(0, weaponData.FireTimer - dt); weaponData.ReloadTimer = math.max(0, weaponData.ReloadTimer - dt); accuracy.Accuracy = 1; }); } } }