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Game.Debug.SearchTreeDebugSystem+LocalEffectDebugIterator

Assembly: Game
Namespace: Game.Debug

Type: struct sealed public

Base: System.ValueType
Implements: Colossal.Collections.INativeQuadTreeIterator<Game.Buildings.LocalEffectSystem+EffectItem, Game.Buildings.LocalEffectSystem+EffectBounds>, Colossal.Collections.IUnsafeQuadTreeIterator<Game.Buildings.LocalEffectSystem+EffectItem, Game.Buildings.LocalEffectSystem+EffectBounds>

Code

public sealed struct LocalEffectDebugIterator : Colossal.Collections.INativeQuadTreeIterator<Game.Buildings.LocalEffectSystem+EffectItem, Game.Buildings.LocalEffectSystem+EffectBounds>, Colossal.Collections.IUnsafeQuadTreeIterator<Game.Buildings.LocalEffectSystem+EffectItem, Game.Buildings.LocalEffectSystem+EffectBounds>
{
    private Colossal.Mathematics.Bounds2 m_Bounds;
    private Colossal.GizmoBatcher m_GizmoBatcher;

    public LocalEffectDebugIterator(Colossal.Mathematics.Bounds2 bounds, Colossal.GizmoBatcher gizmoBatcher);

    public System.Boolean Intersect(Game.Buildings.LocalEffectSystem+EffectBounds bounds);
    public System.Void Iterate(Game.Buildings.LocalEffectSystem+EffectBounds bounds, Game.Buildings.LocalEffectSystem+EffectItem item);
}

Fields

  • private Colossal.Mathematics.Bounds2 m_Bounds
private Colossal.Mathematics.Bounds2 m_Bounds;
  • private Colossal.GizmoBatcher m_GizmoBatcher
private Colossal.GizmoBatcher m_GizmoBatcher;

Constructors

  • public LocalEffectDebugIterator(Colossal.Mathematics.Bounds2 bounds, Colossal.GizmoBatcher gizmoBatcher)
public LocalEffectDebugIterator(Colossal.Mathematics.Bounds2 bounds, Colossal.GizmoBatcher gizmoBatcher);

Methods

  • public Intersect(Game.Buildings.LocalEffectSystem+EffectBounds bounds) : System.Boolean
public System.Boolean Intersect(Game.Buildings.LocalEffectSystem+EffectBounds bounds);
  • public Iterate(Game.Buildings.LocalEffectSystem+EffectBounds bounds, Game.Buildings.LocalEffectSystem+EffectItem item) : System.Void
public System.Void Iterate(Game.Buildings.LocalEffectSystem+EffectBounds bounds, Game.Buildings.LocalEffectSystem+EffectItem item);