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);