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Game.Areas.RaycastJobs+RaycastLabelsJob

Assembly: Game
Namespace: Game.Areas

Type: struct sealed public

Base: System.ValueType
Implements: Unity.Entities.IJobChunk

Attributes: BurstCompile

Code

public sealed struct RaycastLabelsJob : Unity.Entities.IJobChunk
{
    public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
    public Unity.Mathematics.float3 m_CameraRight;
    public Unity.Entities.EntityTypeHandle m_EntityType;
    public Unity.Entities.ComponentTypeHandle<Game.Areas.Geometry> m_GeometryType;
    public Unity.Entities.BufferTypeHandle<Game.Areas.LabelExtents> m_LabelExtentsType;
    public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results;

    public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
    private System.Void Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
}

Fields

  • public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
  • public Unity.Mathematics.float3 m_CameraRight
public Unity.Mathematics.float3 m_CameraRight;
  • public Unity.Entities.EntityTypeHandle m_EntityType
public Unity.Entities.EntityTypeHandle m_EntityType;
  • public Unity.Entities.ComponentTypeHandle<Game.Areas.Geometry> m_GeometryType
public Unity.Entities.ComponentTypeHandle<Game.Areas.Geometry> m_GeometryType;
  • public Unity.Entities.BufferTypeHandle<Game.Areas.LabelExtents> m_LabelExtentsType
public Unity.Entities.BufferTypeHandle<Game.Areas.LabelExtents> m_LabelExtentsType;
  • public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results;

Methods

  • public Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) : System.Void
public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
  • private Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) : System.Void
private System.Void Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);