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Game.Areas.AreaResourceSystem+UpdateAreaResourcesJob

Assembly: Game
Namespace: Game.Areas

Type: struct sealed public

Base: System.ValueType
Implements: Unity.Jobs.IJobParallelForDefer

Attributes: BurstCompile

Code

public sealed struct UpdateAreaResourcesJob : Unity.Jobs.IJobParallelForDefer
{
    public Unity.Entities.Entity m_City;
    public System.Boolean m_FullUpdate;
    public Unity.Collections.NativeArray<Unity.Entities.Entity> m_UpdateList;
    public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> m_ObjectTree;
    public Game.Simulation.CellMapData<Game.Simulation.NaturalResourceCell> m_NaturalResourceData;
    public Game.Simulation.CellMapData<Game.Simulation.GroundWater> m_GroundWaterResourceData;
    public Unity.Entities.ComponentLookup<Game.Areas.Geometry> m_GeometryData;
    public Unity.Entities.ComponentLookup<Game.Objects.Tree> m_TreeData;
    public Unity.Entities.ComponentLookup<Game.Objects.Plant> m_PlantData;
    public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData;
    public Unity.Entities.ComponentLookup<Game.Objects.Damaged> m_DamagedData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.ExtractorAreaData> m_ExtractorAreaData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.TreeData> m_PrefabTreeData;
    public Unity.Entities.BufferLookup<Game.Areas.Node> m_Nodes;
    public Unity.Entities.BufferLookup<Game.Areas.Triangle> m_Triangles;
    public Unity.Entities.BufferLookup<Game.City.CityModifier> m_CityModifiers;
    public Unity.Entities.ComponentLookup<Game.Areas.Extractor> m_ExtractorData;
    public Unity.Entities.BufferLookup<Game.Areas.WoodResource> m_WoodResources;
    public Unity.Entities.BufferLookup<Game.Areas.MapFeatureElement> m_MapFeatureElements;
    public Game.Simulation.WaterSurfaceData m_WaterSurfaceData;
    public Game.Simulation.TerrainHeightData m_TerrainHeightData;
    public Colossal.Mathematics.Bounds1 m_BuildableLandMaxSlope;

    private System.Void CalculateNaturalResources(Unity.Entities.DynamicBuffer<Game.Areas.Node> nodes, Unity.Entities.DynamicBuffer<Game.Areas.Triangle> triangles, Unity.Entities.DynamicBuffer<Game.City.CityModifier> cityModifiers, Game.Areas.Extractor& extractor, Game.Areas.MapFeature mapFeature);
    private System.Void CalculateNaturalResources(Unity.Entities.DynamicBuffer<Game.Areas.Node> nodes, Unity.Entities.DynamicBuffer<Game.Areas.Triangle> triangles, Unity.Entities.DynamicBuffer<Game.City.CityModifier> cityModifiers, Unity.Mathematics.float4& resources, Unity.Mathematics.float4& renewal, System.Single& groundWater, System.Single& buildableArea);
    private System.Void CalculateWoodResources(Unity.Entities.DynamicBuffer<Game.Areas.Node> nodes, Unity.Entities.DynamicBuffer<Game.Areas.Triangle> triangles, Game.Areas.Extractor& extractor, Unity.Entities.DynamicBuffer<Game.Areas.WoodResource> woodResources);
    public System.Void Execute(System.Int32 index);
}

Fields

  • public Unity.Entities.Entity m_City
public Unity.Entities.Entity m_City;
  • public System.Boolean m_FullUpdate
public System.Boolean m_FullUpdate;
  • public Unity.Collections.NativeArray<Unity.Entities.Entity> m_UpdateList
public Unity.Collections.NativeArray<Unity.Entities.Entity> m_UpdateList;
  • public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> m_ObjectTree
public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> m_ObjectTree;
  • public Game.Simulation.CellMapData<Game.Simulation.NaturalResourceCell> m_NaturalResourceData
public Game.Simulation.CellMapData<Game.Simulation.NaturalResourceCell> m_NaturalResourceData;
  • public Game.Simulation.CellMapData<Game.Simulation.GroundWater> m_GroundWaterResourceData
public Game.Simulation.CellMapData<Game.Simulation.GroundWater> m_GroundWaterResourceData;
  • public Unity.Entities.ComponentLookup<Game.Areas.Geometry> m_GeometryData
public Unity.Entities.ComponentLookup<Game.Areas.Geometry> m_GeometryData;
  • public Unity.Entities.ComponentLookup<Game.Objects.Tree> m_TreeData
public Unity.Entities.ComponentLookup<Game.Objects.Tree> m_TreeData;
  • public Unity.Entities.ComponentLookup<Game.Objects.Plant> m_PlantData
public Unity.Entities.ComponentLookup<Game.Objects.Plant> m_PlantData;
  • public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData;
  • public Unity.Entities.ComponentLookup<Game.Objects.Damaged> m_DamagedData
public Unity.Entities.ComponentLookup<Game.Objects.Damaged> m_DamagedData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.ExtractorAreaData> m_ExtractorAreaData
public Unity.Entities.ComponentLookup<Game.Prefabs.ExtractorAreaData> m_ExtractorAreaData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.TreeData> m_PrefabTreeData
public Unity.Entities.ComponentLookup<Game.Prefabs.TreeData> m_PrefabTreeData;
  • 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.City.CityModifier> m_CityModifiers
public Unity.Entities.BufferLookup<Game.City.CityModifier> m_CityModifiers;
  • public Unity.Entities.ComponentLookup<Game.Areas.Extractor> m_ExtractorData
public Unity.Entities.ComponentLookup<Game.Areas.Extractor> m_ExtractorData;
  • public Unity.Entities.BufferLookup<Game.Areas.WoodResource> m_WoodResources
public Unity.Entities.BufferLookup<Game.Areas.WoodResource> m_WoodResources;
  • public Unity.Entities.BufferLookup<Game.Areas.MapFeatureElement> m_MapFeatureElements
public Unity.Entities.BufferLookup<Game.Areas.MapFeatureElement> m_MapFeatureElements;
  • public Game.Simulation.WaterSurfaceData m_WaterSurfaceData
public Game.Simulation.WaterSurfaceData m_WaterSurfaceData;
  • public Game.Simulation.TerrainHeightData m_TerrainHeightData
public Game.Simulation.TerrainHeightData m_TerrainHeightData;
  • public Colossal.Mathematics.Bounds1 m_BuildableLandMaxSlope
public Colossal.Mathematics.Bounds1 m_BuildableLandMaxSlope;

Methods

  • private CalculateNaturalResources(Unity.Entities.DynamicBuffer<Game.Areas.Node> nodes, Unity.Entities.DynamicBuffer<Game.Areas.Triangle> triangles, Unity.Entities.DynamicBuffer<Game.City.CityModifier> cityModifiers, Game.Areas.Extractor& extractor, Game.Areas.MapFeature mapFeature) : System.Void
private System.Void CalculateNaturalResources(Unity.Entities.DynamicBuffer<Game.Areas.Node> nodes, Unity.Entities.DynamicBuffer<Game.Areas.Triangle> triangles, Unity.Entities.DynamicBuffer<Game.City.CityModifier> cityModifiers, Game.Areas.Extractor& extractor, Game.Areas.MapFeature mapFeature);
  • private CalculateNaturalResources(Unity.Entities.DynamicBuffer<Game.Areas.Node> nodes, Unity.Entities.DynamicBuffer<Game.Areas.Triangle> triangles, Unity.Entities.DynamicBuffer<Game.City.CityModifier> cityModifiers, Unity.Mathematics.float4& resources, Unity.Mathematics.float4& renewal, System.Single& groundWater, System.Single& buildableArea) : System.Void
private System.Void CalculateNaturalResources(Unity.Entities.DynamicBuffer<Game.Areas.Node> nodes, Unity.Entities.DynamicBuffer<Game.Areas.Triangle> triangles, Unity.Entities.DynamicBuffer<Game.City.CityModifier> cityModifiers, Unity.Mathematics.float4& resources, Unity.Mathematics.float4& renewal, System.Single& groundWater, System.Single& buildableArea);
  • private CalculateWoodResources(Unity.Entities.DynamicBuffer<Game.Areas.Node> nodes, Unity.Entities.DynamicBuffer<Game.Areas.Triangle> triangles, Game.Areas.Extractor& extractor, Unity.Entities.DynamicBuffer<Game.Areas.WoodResource> woodResources) : System.Void
private System.Void CalculateWoodResources(Unity.Entities.DynamicBuffer<Game.Areas.Node> nodes, Unity.Entities.DynamicBuffer<Game.Areas.Triangle> triangles, Game.Areas.Extractor& extractor, Unity.Entities.DynamicBuffer<Game.Areas.WoodResource> woodResources);
  • public Execute(System.Int32 index) : System.Void
public System.Void Execute(System.Int32 index);

Nested types

  • Game.Areas.AreaResourceSystem+UpdateAreaResourcesJob+WoodResourceComparer