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);