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Game.Buildings.RoadConnectionSystem+FindRoadConnectionJob+FindRoadConnectionIterator

Assembly: Game
Namespace: Game.Buildings

Type: struct sealed public

Base: System.ValueType
Implements: Colossal.Collections.INativeQuadTreeIterator<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ>, Colossal.Collections.IUnsafeQuadTreeIterator<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ>

Code

public sealed struct FindRoadConnectionIterator : Colossal.Collections.INativeQuadTreeIterator<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ>, Colossal.Collections.IUnsafeQuadTreeIterator<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ>
{
    public Colossal.Mathematics.Bounds3 m_Bounds;
    public System.Single m_MinDistance;
    public System.Single m_BestCurvePos;
    public Unity.Entities.Entity m_BestRoad;
    public Unity.Mathematics.float3 m_FrontPosition;
    public System.Boolean m_CanBeOnRoad;
    public Unity.Entities.BufferLookup<Game.Buildings.ConnectedBuilding> m_ConnectedBuildings;
    public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData;
    public Unity.Entities.ComponentLookup<Game.Net.Composition> m_CompositionData;
    public Unity.Entities.ComponentLookup<Game.Net.EdgeGeometry> m_EdgeGeometryData;
    public Unity.Entities.ComponentLookup<Game.Net.StartNodeGeometry> m_StartNodeGeometryData;
    public Unity.Entities.ComponentLookup<Game.Net.EndNodeGeometry> m_EndNodeGeometryData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabNetCompositionData;
    public Unity.Entities.ComponentLookup<Game.Common.Deleted> m_DeletedData;

    public System.Void CheckEdge(Unity.Entities.Entity edgeEntity);
    public System.Boolean Intersect(Game.Common.QuadTreeBoundsXZ bounds);
    public System.Void Iterate(Game.Common.QuadTreeBoundsXZ bounds, Unity.Entities.Entity edgeEntity);
}

Fields

  • public Colossal.Mathematics.Bounds3 m_Bounds
public Colossal.Mathematics.Bounds3 m_Bounds;
  • public System.Single m_MinDistance
public System.Single m_MinDistance;
  • public System.Single m_BestCurvePos
public System.Single m_BestCurvePos;
  • public Unity.Entities.Entity m_BestRoad
public Unity.Entities.Entity m_BestRoad;
  • public Unity.Mathematics.float3 m_FrontPosition
public Unity.Mathematics.float3 m_FrontPosition;
  • public System.Boolean m_CanBeOnRoad
public System.Boolean m_CanBeOnRoad;
  • public Unity.Entities.BufferLookup<Game.Buildings.ConnectedBuilding> m_ConnectedBuildings
public Unity.Entities.BufferLookup<Game.Buildings.ConnectedBuilding> m_ConnectedBuildings;
  • public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData
public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData;
  • public Unity.Entities.ComponentLookup<Game.Net.Composition> m_CompositionData
public Unity.Entities.ComponentLookup<Game.Net.Composition> m_CompositionData;
  • public Unity.Entities.ComponentLookup<Game.Net.EdgeGeometry> m_EdgeGeometryData
public Unity.Entities.ComponentLookup<Game.Net.EdgeGeometry> m_EdgeGeometryData;
  • public Unity.Entities.ComponentLookup<Game.Net.StartNodeGeometry> m_StartNodeGeometryData
public Unity.Entities.ComponentLookup<Game.Net.StartNodeGeometry> m_StartNodeGeometryData;
  • public Unity.Entities.ComponentLookup<Game.Net.EndNodeGeometry> m_EndNodeGeometryData
public Unity.Entities.ComponentLookup<Game.Net.EndNodeGeometry> m_EndNodeGeometryData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabNetCompositionData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabNetCompositionData;
  • public Unity.Entities.ComponentLookup<Game.Common.Deleted> m_DeletedData
public Unity.Entities.ComponentLookup<Game.Common.Deleted> m_DeletedData;

Methods

  • public CheckEdge(Unity.Entities.Entity edgeEntity) : System.Void
public System.Void CheckEdge(Unity.Entities.Entity edgeEntity);
  • public Intersect(Game.Common.QuadTreeBoundsXZ bounds) : System.Boolean
public System.Boolean Intersect(Game.Common.QuadTreeBoundsXZ bounds);
  • public Iterate(Game.Common.QuadTreeBoundsXZ bounds, Unity.Entities.Entity edgeEntity) : System.Void
public System.Void Iterate(Game.Common.QuadTreeBoundsXZ bounds, Unity.Entities.Entity edgeEntity);