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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);