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Game.Net.AirwayHelpers+AirwayMap

Assembly: Game
Namespace: Game.Net

Type: struct sealed public

Base: System.ValueType
Implements: System.IDisposable

Code

public sealed struct AirwayMap : System.IDisposable
{
    private Unity.Mathematics.int2 m_GridSize;
    private System.Single m_CellSize;
    private System.Single m_PathHeight;
    private Unity.Collections.NativeArray<Unity.Entities.Entity> m_Entities;

    public Unity.Collections.NativeArray<Unity.Entities.Entity> entities { get; }

    public AirwayMap(Unity.Mathematics.int2 gridSize, System.Single cellSize, System.Single pathHeight, Unity.Collections.Allocator allocator);

    public System.Void Deserialize<TReader>(TReader reader);
    public System.Void Dispose();
    public System.Void FindClosestLane(Unity.Mathematics.float3 position, Unity.Entities.ComponentLookup<Game.Net.Curve> curveData, Unity.Entities.Entity& lane, System.Single& curvePos, System.Single& distance);
    private System.Void FindClosestLaneImpl(Unity.Mathematics.float3 position, Unity.Entities.ComponentLookup<Game.Net.Curve> curveData, Unity.Entities.Entity& bestLane, System.Single& bestCurvePos, System.Single& bestDistance, System.Int32 entityIndex);
    public Unity.Mathematics.int2 GetCellIndex(System.Int32 entityIndex, Game.Net.AirwayHelpers+LaneDirection& direction);
    public Unity.Mathematics.int2 GetCellIndex(Unity.Mathematics.float3 position);
    public System.Int32 GetEntityIndex(Unity.Mathematics.int2 nodeIndex, Game.Net.AirwayHelpers+LaneDirection direction);
    public Unity.Mathematics.float3 GetNodePosition(Unity.Mathematics.int2 nodeIndex);
    public Game.Pathfind.PathNode GetPathNode(Unity.Mathematics.int2 index);
    public System.Void Serialize<TWriter>(TWriter writer);
    public System.Void SetDefaults(Colossal.Serialization.Entities.Context context);
}

Fields

  • private Unity.Mathematics.int2 m_GridSize
private Unity.Mathematics.int2 m_GridSize;
  • private System.Single m_CellSize
private System.Single m_CellSize;
  • private System.Single m_PathHeight
private System.Single m_PathHeight;
  • private Unity.Collections.NativeArray<Unity.Entities.Entity> m_Entities
private Unity.Collections.NativeArray<Unity.Entities.Entity> m_Entities;

Properties

  • public Unity.Collections.NativeArray<Unity.Entities.Entity> entities { get }
public Unity.Collections.NativeArray<Unity.Entities.Entity> entities { get; }

Constructors

  • public AirwayMap(Unity.Mathematics.int2 gridSize, System.Single cellSize, System.Single pathHeight, Unity.Collections.Allocator allocator)
public AirwayMap(Unity.Mathematics.int2 gridSize, System.Single cellSize, System.Single pathHeight, Unity.Collections.Allocator allocator);

Methods

  • public Deserialize<TReader>(TReader reader) : System.Void
public System.Void Deserialize<TReader>(TReader reader);
  • public Dispose() : System.Void
public System.Void Dispose();
  • public FindClosestLane(Unity.Mathematics.float3 position, Unity.Entities.ComponentLookup<Game.Net.Curve> curveData, Unity.Entities.Entity& lane, System.Single& curvePos, System.Single& distance) : System.Void
public System.Void FindClosestLane(Unity.Mathematics.float3 position, Unity.Entities.ComponentLookup<Game.Net.Curve> curveData, Unity.Entities.Entity& lane, System.Single& curvePos, System.Single& distance);
  • private FindClosestLaneImpl(Unity.Mathematics.float3 position, Unity.Entities.ComponentLookup<Game.Net.Curve> curveData, Unity.Entities.Entity& bestLane, System.Single& bestCurvePos, System.Single& bestDistance, System.Int32 entityIndex) : System.Void
private System.Void FindClosestLaneImpl(Unity.Mathematics.float3 position, Unity.Entities.ComponentLookup<Game.Net.Curve> curveData, Unity.Entities.Entity& bestLane, System.Single& bestCurvePos, System.Single& bestDistance, System.Int32 entityIndex);
  • public GetCellIndex(System.Int32 entityIndex, Game.Net.AirwayHelpers+LaneDirection& direction) : Unity.Mathematics.int2
public Unity.Mathematics.int2 GetCellIndex(System.Int32 entityIndex, Game.Net.AirwayHelpers+LaneDirection& direction);
  • public GetCellIndex(Unity.Mathematics.float3 position) : Unity.Mathematics.int2
public Unity.Mathematics.int2 GetCellIndex(Unity.Mathematics.float3 position);
  • public GetEntityIndex(Unity.Mathematics.int2 nodeIndex, Game.Net.AirwayHelpers+LaneDirection direction) : System.Int32
public System.Int32 GetEntityIndex(Unity.Mathematics.int2 nodeIndex, Game.Net.AirwayHelpers+LaneDirection direction);
  • public GetNodePosition(Unity.Mathematics.int2 nodeIndex) : Unity.Mathematics.float3
public Unity.Mathematics.float3 GetNodePosition(Unity.Mathematics.int2 nodeIndex);
  • public GetPathNode(Unity.Mathematics.int2 index) : Game.Pathfind.PathNode
public Game.Pathfind.PathNode GetPathNode(Unity.Mathematics.int2 index);
  • public Serialize<TWriter>(TWriter writer) : System.Void
public System.Void Serialize<TWriter>(TWriter writer);
  • public SetDefaults(Colossal.Serialization.Entities.Context context) : System.Void
public System.Void SetDefaults(Colossal.Serialization.Entities.Context context);