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