Game.Net.SearchSystem+UpdateLaneSearchTreeJob
Assembly: Game
Namespace: Game.Net
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Entities.IJobChunk
Attributes: BurstCompile
Code
public sealed struct UpdateLaneSearchTreeJob : Unity.Entities.IJobChunk
{
public Unity.Entities.EntityTypeHandle m_EntityType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Curve> m_CurveType;
public Unity.Entities.ComponentTypeHandle<Game.Common.Created> m_CreatedType;
public Unity.Entities.ComponentTypeHandle<Game.Common.Deleted> m_DeletedType;
public Unity.Entities.ComponentTypeHandle<Game.Common.Overridden> m_OverriddenType;
public Unity.Entities.ComponentTypeHandle<Game.Common.Owner> m_OwnerType;
public Unity.Entities.ComponentTypeHandle<Game.Net.UtilityLane> m_UtilityLaneType;
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetLaneGeometryData> m_PrefabLaneGeometryData;
public Unity.Entities.ComponentLookup<Game.Prefabs.UtilityLaneData> m_PrefabUtilityLaneData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetData> m_PrefabNetData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetGeometryData> m_PrefabNetGeometryData;
public System.Boolean m_EditorMode;
public System.Boolean m_Loaded;
public Game.Net.UtilityTypes m_DilatedUtilityTypes;
public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> m_SearchTree;
public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
private System.Void Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
}
Fields
public Unity.Entities.EntityTypeHandle m_EntityType
public Unity.Entities.EntityTypeHandle m_EntityType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Curve> m_CurveType
public Unity.Entities.ComponentTypeHandle<Game.Net.Curve> m_CurveType;
public Unity.Entities.ComponentTypeHandle<Game.Common.Created> m_CreatedType
public Unity.Entities.ComponentTypeHandle<Game.Common.Created> m_CreatedType;
public Unity.Entities.ComponentTypeHandle<Game.Common.Deleted> m_DeletedType
public Unity.Entities.ComponentTypeHandle<Game.Common.Deleted> m_DeletedType;
public Unity.Entities.ComponentTypeHandle<Game.Common.Overridden> m_OverriddenType
public Unity.Entities.ComponentTypeHandle<Game.Common.Overridden> m_OverriddenType;
public Unity.Entities.ComponentTypeHandle<Game.Common.Owner> m_OwnerType
public Unity.Entities.ComponentTypeHandle<Game.Common.Owner> m_OwnerType;
public Unity.Entities.ComponentTypeHandle<Game.Net.UtilityLane> m_UtilityLaneType
public Unity.Entities.ComponentTypeHandle<Game.Net.UtilityLane> m_UtilityLaneType;
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetLaneGeometryData> m_PrefabLaneGeometryData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetLaneGeometryData> m_PrefabLaneGeometryData;
public Unity.Entities.ComponentLookup<Game.Prefabs.UtilityLaneData> m_PrefabUtilityLaneData
public Unity.Entities.ComponentLookup<Game.Prefabs.UtilityLaneData> m_PrefabUtilityLaneData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetData> m_PrefabNetData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetData> m_PrefabNetData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetGeometryData> m_PrefabNetGeometryData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetGeometryData> m_PrefabNetGeometryData;
public System.Boolean m_EditorMode
public System.Boolean m_EditorMode;
public System.Boolean m_Loaded
public System.Boolean m_Loaded;
public Game.Net.UtilityTypes m_DilatedUtilityTypes
public Game.Net.UtilityTypes m_DilatedUtilityTypes;
public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> m_SearchTree
public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> m_SearchTree;
Methods
public Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) : System.Void
public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
private Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) : System.Void
private System.Void Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);