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Game.Areas.SearchSystem+UpdateSearchTreeJob

Assembly: Game
Namespace: Game.Areas

Type: struct sealed public

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

Attributes: BurstCompile

Code

public sealed struct UpdateSearchTreeJob : Unity.Entities.IJobChunk
{
    public Unity.Entities.EntityTypeHandle m_EntityType;
    public Unity.Entities.BufferTypeHandle<Game.Areas.Node> m_NodeType;
    public Unity.Entities.BufferTypeHandle<Game.Areas.Triangle> m_TriangleType;
    public Unity.Entities.ComponentTypeHandle<Game.Common.Created> m_CreatedType;
    public Unity.Entities.ComponentTypeHandle<Game.Common.Deleted> m_DeletedType;
    public Unity.Entities.ComponentTypeHandle<Game.Areas.Batch> m_BatchType;
    public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
    public Unity.Entities.ComponentLookup<Game.Prefabs.AreaGeometryData> m_PrefabAreaGeometryData;
    public System.Boolean m_Loaded;
    public Colossal.Collections.NativeQuadTree<Game.Areas.AreaSearchItem, Game.Common.QuadTreeBoundsXZ> m_SearchTree;
    public Unity.Collections.NativeParallelHashMap<Unity.Entities.Entity, System.Int32> m_TriangleCount;

    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.Entities.EntityTypeHandle m_EntityType
public Unity.Entities.EntityTypeHandle m_EntityType;
  • public Unity.Entities.BufferTypeHandle<Game.Areas.Node> m_NodeType
public Unity.Entities.BufferTypeHandle<Game.Areas.Node> m_NodeType;
  • public Unity.Entities.BufferTypeHandle<Game.Areas.Triangle> m_TriangleType
public Unity.Entities.BufferTypeHandle<Game.Areas.Triangle> m_TriangleType;
  • public Unity.Entities.ComponentTypeHandle<Game.Common.Created> m_CreatedType
public Unity.Entities.ComponentTypeHandle<Game.Common.Created> m_CreatedType;
  • public Unity.Entities.ComponentTypeHandle<Game.Common.Deleted> m_DeletedType
public Unity.Entities.ComponentTypeHandle<Game.Common.Deleted> m_DeletedType;
  • public Unity.Entities.ComponentTypeHandle<Game.Areas.Batch> m_BatchType
public Unity.Entities.ComponentTypeHandle<Game.Areas.Batch> m_BatchType;
  • public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.AreaGeometryData> m_PrefabAreaGeometryData
public Unity.Entities.ComponentLookup<Game.Prefabs.AreaGeometryData> m_PrefabAreaGeometryData;
  • public System.Boolean m_Loaded
public System.Boolean m_Loaded;
  • 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.NativeParallelHashMap<Unity.Entities.Entity, System.Int32> m_TriangleCount
public Unity.Collections.NativeParallelHashMap<Unity.Entities.Entity, System.Int32> m_TriangleCount;

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);