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);