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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);