Game.Net.RaycastJobs+RaycastEdgesJob
Assembly: Game
Namespace: Game.Net
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Jobs.IJobParallelForDefer
Attributes: BurstCompile
Code
public sealed struct RaycastEdgesJob : Unity.Jobs.IJobParallelForDefer
{
public System.Single m_FovTan;
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
public Unity.Collections.NativeArray<Game.Common.RaycastSystem+EntityResult> m_Edges;
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData;
public Unity.Entities.ComponentLookup<Game.Net.Edge> m_EdgeData;
public Unity.Entities.ComponentLookup<Game.Net.Node> m_NodeData;
public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData;
public Unity.Entities.ComponentLookup<Game.Net.Elevation> m_ElevationData;
public Unity.Entities.ComponentLookup<Game.Net.Composition> m_CompositionData;
public Unity.Entities.ComponentLookup<Game.Net.Orphan> m_OrphanData;
public Unity.Entities.ComponentLookup<Game.Net.NodeGeometry> m_NodeGeometryData;
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.Objects.Placeholder> m_PlaceholderData;
public Unity.Entities.ComponentLookup<Game.Objects.Attachment> m_AttachmentData;
public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingData;
public Unity.Entities.ComponentLookup<Game.Buildings.ServiceUpgrade> m_ServiceUpgradeData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetData> m_PrefabNetData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabCompositionData;
public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades;
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results;
private System.Void CheckEdge(Unity.Entities.Entity entity, System.Int32 raycastIndex, Game.Common.RaycastInput input);
private System.Void CheckNode(Unity.Entities.Entity entity, System.Int32 raycastIndex, Game.Common.RaycastInput input);
private System.Boolean CheckPlaceholder(Game.Common.RaycastInput input, Unity.Entities.Entity& entity);
private System.Void CheckSegment(Game.Common.RaycastInput input, System.Int32 raycastIndex, Unity.Entities.Entity owner, Unity.Entities.Entity hitEntity, Game.Net.Segment segment, Colossal.Mathematics.Bezier4x3 curve, Game.Prefabs.NetCompositionData prefabCompositionData);
public System.Void Execute(System.Int32 index);
private System.Void SetElevationOffset(Unity.Mathematics.float3& position, Unity.Entities.Entity node, System.Single maxElevation);
private System.Void SetElevationOffset(Colossal.Mathematics.Bezier4x3& curve, Unity.Entities.Entity edge, Unity.Entities.Entity startNode, Unity.Entities.Entity endNode, System.Single maxElevation);
private System.Void SetElevationOffset(Game.Net.EdgeGeometry& geometry, Unity.Entities.Entity edge, Unity.Entities.Entity startNode, Unity.Entities.Entity endNode, System.Single maxElevation);
private System.Void SetElevationOffset(Game.Net.EdgeNodeGeometry& geometry, Unity.Entities.Entity node, System.Single maxElevation);
private System.Void SetElevationOffset(Colossal.Mathematics.Bezier4x3& curve, System.Single offset, System.Single maxElevation);
private System.Void SetElevationOffset(Colossal.Mathematics.Bezier4x3& curve, Unity.Mathematics.float2 offset, System.Single maxElevation);
private System.Boolean ValidateResult(Game.Common.RaycastInput input, Game.Common.RaycastResult& result);
}
Fields
public System.Single m_FovTan
public System.Single m_FovTan;
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
public Unity.Collections.NativeArray<Game.Common.RaycastSystem+EntityResult> m_Edges
public Unity.Collections.NativeArray<Game.Common.RaycastSystem+EntityResult> m_Edges;
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData;
public Unity.Entities.ComponentLookup<Game.Net.Edge> m_EdgeData
public Unity.Entities.ComponentLookup<Game.Net.Edge> m_EdgeData;
public Unity.Entities.ComponentLookup<Game.Net.Node> m_NodeData
public Unity.Entities.ComponentLookup<Game.Net.Node> m_NodeData;
public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData
public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData;
public Unity.Entities.ComponentLookup<Game.Net.Elevation> m_ElevationData
public Unity.Entities.ComponentLookup<Game.Net.Elevation> m_ElevationData;
public Unity.Entities.ComponentLookup<Game.Net.Composition> m_CompositionData
public Unity.Entities.ComponentLookup<Game.Net.Composition> m_CompositionData;
public Unity.Entities.ComponentLookup<Game.Net.Orphan> m_OrphanData
public Unity.Entities.ComponentLookup<Game.Net.Orphan> m_OrphanData;
public Unity.Entities.ComponentLookup<Game.Net.NodeGeometry> m_NodeGeometryData
public Unity.Entities.ComponentLookup<Game.Net.NodeGeometry> m_NodeGeometryData;
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.Objects.Placeholder> m_PlaceholderData
public Unity.Entities.ComponentLookup<Game.Objects.Placeholder> m_PlaceholderData;
public Unity.Entities.ComponentLookup<Game.Objects.Attachment> m_AttachmentData
public Unity.Entities.ComponentLookup<Game.Objects.Attachment> m_AttachmentData;
public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingData
public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingData;
public Unity.Entities.ComponentLookup<Game.Buildings.ServiceUpgrade> m_ServiceUpgradeData
public Unity.Entities.ComponentLookup<Game.Buildings.ServiceUpgrade> m_ServiceUpgradeData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetData> m_PrefabNetData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetData> m_PrefabNetData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabCompositionData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabCompositionData;
public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades
public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades;
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results;
Methods
private CheckEdge(Unity.Entities.Entity entity, System.Int32 raycastIndex, Game.Common.RaycastInput input) : System.Void
private System.Void CheckEdge(Unity.Entities.Entity entity, System.Int32 raycastIndex, Game.Common.RaycastInput input);
private CheckNode(Unity.Entities.Entity entity, System.Int32 raycastIndex, Game.Common.RaycastInput input) : System.Void
private System.Void CheckNode(Unity.Entities.Entity entity, System.Int32 raycastIndex, Game.Common.RaycastInput input);
private CheckPlaceholder(Game.Common.RaycastInput input, Unity.Entities.Entity& entity) : System.Boolean
private System.Boolean CheckPlaceholder(Game.Common.RaycastInput input, Unity.Entities.Entity& entity);
private CheckSegment(Game.Common.RaycastInput input, System.Int32 raycastIndex, Unity.Entities.Entity owner, Unity.Entities.Entity hitEntity, Game.Net.Segment segment, Colossal.Mathematics.Bezier4x3 curve, Game.Prefabs.NetCompositionData prefabCompositionData) : System.Void
private System.Void CheckSegment(Game.Common.RaycastInput input, System.Int32 raycastIndex, Unity.Entities.Entity owner, Unity.Entities.Entity hitEntity, Game.Net.Segment segment, Colossal.Mathematics.Bezier4x3 curve, Game.Prefabs.NetCompositionData prefabCompositionData);
public Execute(System.Int32 index) : System.Void
public System.Void Execute(System.Int32 index);
private SetElevationOffset(Unity.Mathematics.float3& position, Unity.Entities.Entity node, System.Single maxElevation) : System.Void
private System.Void SetElevationOffset(Unity.Mathematics.float3& position, Unity.Entities.Entity node, System.Single maxElevation);
private SetElevationOffset(Colossal.Mathematics.Bezier4x3& curve, Unity.Entities.Entity edge, Unity.Entities.Entity startNode, Unity.Entities.Entity endNode, System.Single maxElevation) : System.Void
private System.Void SetElevationOffset(Colossal.Mathematics.Bezier4x3& curve, Unity.Entities.Entity edge, Unity.Entities.Entity startNode, Unity.Entities.Entity endNode, System.Single maxElevation);
private SetElevationOffset(Game.Net.EdgeGeometry& geometry, Unity.Entities.Entity edge, Unity.Entities.Entity startNode, Unity.Entities.Entity endNode, System.Single maxElevation) : System.Void
private System.Void SetElevationOffset(Game.Net.EdgeGeometry& geometry, Unity.Entities.Entity edge, Unity.Entities.Entity startNode, Unity.Entities.Entity endNode, System.Single maxElevation);
private SetElevationOffset(Game.Net.EdgeNodeGeometry& geometry, Unity.Entities.Entity node, System.Single maxElevation) : System.Void
private System.Void SetElevationOffset(Game.Net.EdgeNodeGeometry& geometry, Unity.Entities.Entity node, System.Single maxElevation);
private SetElevationOffset(Colossal.Mathematics.Bezier4x3& curve, System.Single offset, System.Single maxElevation) : System.Void
private System.Void SetElevationOffset(Colossal.Mathematics.Bezier4x3& curve, System.Single offset, System.Single maxElevation);
private SetElevationOffset(Colossal.Mathematics.Bezier4x3& curve, Unity.Mathematics.float2 offset, System.Single maxElevation) : System.Void
private System.Void SetElevationOffset(Colossal.Mathematics.Bezier4x3& curve, Unity.Mathematics.float2 offset, System.Single maxElevation);
private ValidateResult(Game.Common.RaycastInput input, Game.Common.RaycastResult& result) : System.Boolean
private System.Boolean ValidateResult(Game.Common.RaycastInput input, Game.Common.RaycastResult& result);