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Game.Buildings.LocalEffectSystem+ReadData

Assembly: Game
Namespace: Game.Buildings

Type: struct sealed public

Base: System.ValueType

Code

public sealed struct ReadData
{
    private Colossal.Collections.NativeQuadTree<Game.Buildings.LocalEffectSystem+EffectItem, Game.Buildings.LocalEffectSystem+EffectBounds> m_SearchTree;

    public ReadData(Colossal.Collections.NativeQuadTree<Game.Buildings.LocalEffectSystem+EffectItem, Game.Buildings.LocalEffectSystem+EffectBounds> searchTree);

    public System.Void ApplyModifier(System.Single& value, Unity.Mathematics.float3 position, Game.Buildings.LocalModifierType type);
}

Fields

  • private Colossal.Collections.NativeQuadTree<Game.Buildings.LocalEffectSystem+EffectItem, Game.Buildings.LocalEffectSystem+EffectBounds> m_SearchTree
private Colossal.Collections.NativeQuadTree<Game.Buildings.LocalEffectSystem+EffectItem, Game.Buildings.LocalEffectSystem+EffectBounds> m_SearchTree;

Constructors

  • public ReadData(Colossal.Collections.NativeQuadTree<Game.Buildings.LocalEffectSystem+EffectItem, Game.Buildings.LocalEffectSystem+EffectBounds> searchTree)
public ReadData(Colossal.Collections.NativeQuadTree<Game.Buildings.LocalEffectSystem+EffectItem, Game.Buildings.LocalEffectSystem+EffectBounds> searchTree);

Methods

  • public ApplyModifier(System.Single& value, Unity.Mathematics.float3 position, Game.Buildings.LocalModifierType type) : System.Void
public System.Void ApplyModifier(System.Single& value, Unity.Mathematics.float3 position, Game.Buildings.LocalModifierType type);

Nested types

  • Game.Buildings.LocalEffectSystem+ReadData+Iterator