Game.Areas.RaycastJobs+FindAreaJob
Assembly: Game
Namespace: Game.Areas
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Jobs.IJobParallelFor
Attributes: BurstCompile
Code
public sealed struct FindAreaJob : Unity.Jobs.IJobParallelFor
{
public System.Boolean m_EditorMode;
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData;
public Unity.Entities.ComponentLookup<Game.Areas.Space> m_SpaceData;
public Unity.Entities.ComponentLookup<Game.Objects.Placeholder> m_PlaceholderData;
public Unity.Entities.ComponentLookup<Game.Objects.Attachment> m_AttachmentData;
public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingData;
public Unity.Entities.ComponentLookup<Game.Buildings.ServiceUpgrade> m_ServiceUpgradeData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.AreaGeometryData> m_PrefabAreaData;
public Unity.Entities.BufferLookup<Game.Areas.Node> m_Nodes;
public Unity.Entities.BufferLookup<Game.Areas.Triangle> m_Triangles;
public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades;
public Colossal.Collections.NativeQuadTree<Game.Areas.AreaSearchItem, Game.Common.QuadTreeBoundsXZ> m_SearchTree;
public Unity.Collections.NativeArray<Game.Common.RaycastResult> m_TerrainResults;
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results;
public System.Void Execute(System.Int32 index);
}
Fields
public System.Boolean m_EditorMode
public System.Boolean m_EditorMode;
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData;
public Unity.Entities.ComponentLookup<Game.Areas.Space> m_SpaceData
public Unity.Entities.ComponentLookup<Game.Areas.Space> m_SpaceData;
public Unity.Entities.ComponentLookup<Game.Objects.Placeholder> m_PlaceholderData
public Unity.Entities.ComponentLookup<Game.Objects.Placeholder> m_PlaceholderData;
public Unity.Entities.ComponentLookup<Game.Objects.Attachment> m_AttachmentData
public Unity.Entities.ComponentLookup<Game.Objects.Attachment> m_AttachmentData;
public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingData
public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingData;
public Unity.Entities.ComponentLookup<Game.Buildings.ServiceUpgrade> m_ServiceUpgradeData
public Unity.Entities.ComponentLookup<Game.Buildings.ServiceUpgrade> m_ServiceUpgradeData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.AreaGeometryData> m_PrefabAreaData
public Unity.Entities.ComponentLookup<Game.Prefabs.AreaGeometryData> m_PrefabAreaData;
public Unity.Entities.BufferLookup<Game.Areas.Node> m_Nodes
public Unity.Entities.BufferLookup<Game.Areas.Node> m_Nodes;
public Unity.Entities.BufferLookup<Game.Areas.Triangle> m_Triangles
public Unity.Entities.BufferLookup<Game.Areas.Triangle> m_Triangles;
public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades
public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades;
public Colossal.Collections.NativeQuadTree<Game.Areas.AreaSearchItem, Game.Common.QuadTreeBoundsXZ> m_SearchTree
public Colossal.Collections.NativeQuadTree<Game.Areas.AreaSearchItem, Game.Common.QuadTreeBoundsXZ> m_SearchTree;
public Unity.Collections.NativeArray<Game.Common.RaycastResult> m_TerrainResults
public Unity.Collections.NativeArray<Game.Common.RaycastResult> m_TerrainResults;
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results;
Methods
public Execute(System.Int32 index) : System.Void
public System.Void Execute(System.Int32 index);
Nested types
Game.Areas.RaycastJobs+FindAreaJob+ValidationData
Game.Areas.RaycastJobs+FindAreaJob+GroundIterator
Game.Areas.RaycastJobs+FindAreaJob+OvergroundIterator