Game.Net.RaycastJobs+RaycastLabelsJob
Assembly: Game
Namespace: Game.Net
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Jobs.IJobParallelForDefer
Attributes: BurstCompile
Code
public sealed struct RaycastLabelsJob : Unity.Jobs.IJobParallelForDefer
{
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
public Unity.Mathematics.float3 m_CameraRight;
public Unity.Collections.NativeArray<Game.Common.RaycastSystem+EntityResult> m_Edges;
public Unity.Entities.ComponentLookup<Game.Net.Aggregated> m_AggregatedData;
public Unity.Entities.ComponentLookup<Game.Net.LabelExtents> m_LabelExtentsData;
public Unity.Entities.BufferLookup<Game.Net.LabelPosition> m_LabelPositions;
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results;
private System.Void CheckAggregate(System.Int32 raycastIndex, Game.Common.RaycastInput input, Unity.Entities.Entity aggregate);
public System.Void Execute(System.Int32 index);
}
Fields
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
public Unity.Mathematics.float3 m_CameraRight
public Unity.Mathematics.float3 m_CameraRight;
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.Net.Aggregated> m_AggregatedData
public Unity.Entities.ComponentLookup<Game.Net.Aggregated> m_AggregatedData;
public Unity.Entities.ComponentLookup<Game.Net.LabelExtents> m_LabelExtentsData
public Unity.Entities.ComponentLookup<Game.Net.LabelExtents> m_LabelExtentsData;
public Unity.Entities.BufferLookup<Game.Net.LabelPosition> m_LabelPositions
public Unity.Entities.BufferLookup<Game.Net.LabelPosition> m_LabelPositions;
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results;
Methods
private CheckAggregate(System.Int32 raycastIndex, Game.Common.RaycastInput input, Unity.Entities.Entity aggregate) : System.Void
private System.Void CheckAggregate(System.Int32 raycastIndex, Game.Common.RaycastInput input, Unity.Entities.Entity aggregate);
public Execute(System.Int32 index) : System.Void
public System.Void Execute(System.Int32 index);