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);