Game.Notifications.IconClusterSystem+IconCluster
Assembly: Game
Namespace: Game.Notifications
Type: struct sealed public
Base: System.ValueType
Implements: System.IEquatable<Game.Notifications.IconClusterSystem+IconCluster>
Code
public sealed struct IconCluster : System.IEquatable<Game.Notifications.IconClusterSystem+IconCluster>
{
private Unity.Mathematics.float3 m_Center;
private Unity.Mathematics.float3 m_Size;
private Unity.Mathematics.int2 m_SubClusters;
private System.Single m_DistanceFactor;
private System.Single m_Radius;
private System.Int32 m_ParentCluster;
private Colossal.Collections.NativeHeapBlock m_IconAllocation;
private System.Int32 m_IconCount;
private System.Int32 m_Level;
private System.Int32 m_PrefabIndex;
private Game.Notifications.IconClusterLayer m_Layer;
private Game.Notifications.IconFlags m_Flags;
private System.Boolean m_IsMoving;
private System.Boolean m_IsTemp;
public Unity.Mathematics.float3 center { get; }
public Unity.Mathematics.float3 size { get; }
public System.Single distanceFactor { get; }
public Game.Notifications.IconClusterLayer layer { get; }
public Game.Notifications.IconFlags flags { get; }
public System.Boolean isMoving { get; }
public System.Boolean isTemp { get; }
public System.Int32 parentCluster { get; }
public System.Int32 level { get; }
public System.Int32 prefabIndex { get; }
public IconCluster(Unity.Mathematics.float3 center, Unity.Mathematics.float3 size, System.Int32 parentCluster, Unity.Mathematics.int2 subClusters, System.Single radius, System.Single distanceFactor, Colossal.Collections.NativeHeapBlock iconAllocation, Game.Notifications.IconClusterLayer layer, Game.Notifications.IconFlags flags, System.Int32 iconCount, System.Int32 level, System.Int32 prefabIndex, System.Boolean isMoving, System.Boolean isTemp);
public IconCluster(Game.Notifications.IconClusterSystem+IconCluster cluster1, Game.Notifications.IconClusterSystem+IconCluster cluster2, System.Int32 index1, System.Int32 index2, Colossal.Collections.NativeHeapBlock iconAllocation, System.Int32 iconCount, System.Int32 level);
public static System.Single CalculateRadius(System.Single radius, System.Single distance);
public System.Boolean Equals(Game.Notifications.IconClusterSystem+IconCluster other);
public Colossal.Mathematics.Bounds3 GetBounds(System.Single distance, Unity.Mathematics.float3 cameraUp);
public Unity.Collections.NativeArray<Game.Notifications.IconClusterSystem+ClusterIcon> GetIcons(Game.Notifications.IconClusterSystem+ClusterData clusterData);
public Colossal.Collections.NativeHeapBlock GetIcons(System.Int32& firstIcon, System.Int32& iconCount);
public System.Single GetRadius(System.Single distance);
public System.Boolean GetSubClusters(Unity.Mathematics.int2& subClusters);
public System.Boolean KeepCluster(System.Single distance);
public static System.Void SetParent(Game.Notifications.IconClusterSystem+IconCluster& cluster, System.Int32 parent);
}
Fields
private Unity.Mathematics.float3 m_Center
private Unity.Mathematics.float3 m_Center;
private Unity.Mathematics.float3 m_Size
private Unity.Mathematics.float3 m_Size;
private Unity.Mathematics.int2 m_SubClusters
private Unity.Mathematics.int2 m_SubClusters;
private System.Single m_DistanceFactor
private System.Single m_DistanceFactor;
private System.Single m_Radius
private System.Single m_Radius;
private System.Int32 m_ParentCluster
private System.Int32 m_ParentCluster;
private Colossal.Collections.NativeHeapBlock m_IconAllocation
private Colossal.Collections.NativeHeapBlock m_IconAllocation;
private System.Int32 m_IconCount
private System.Int32 m_IconCount;
private System.Int32 m_Level
private System.Int32 m_Level;
private System.Int32 m_PrefabIndex
private System.Int32 m_PrefabIndex;
private Game.Notifications.IconClusterLayer m_Layer
private Game.Notifications.IconClusterLayer m_Layer;
private Game.Notifications.IconFlags m_Flags
private Game.Notifications.IconFlags m_Flags;
private System.Boolean m_IsMoving
private System.Boolean m_IsMoving;
private System.Boolean m_IsTemp
private System.Boolean m_IsTemp;
Properties
public Unity.Mathematics.float3 center { get }
public Unity.Mathematics.float3 center { get; }
public Unity.Mathematics.float3 size { get }
public Unity.Mathematics.float3 size { get; }
public System.Single distanceFactor { get }
public System.Single distanceFactor { get; }
public Game.Notifications.IconClusterLayer layer { get }
public Game.Notifications.IconClusterLayer layer { get; }
public Game.Notifications.IconFlags flags { get }
public Game.Notifications.IconFlags flags { get; }
public System.Boolean isMoving { get }
public System.Boolean isMoving { get; }
public System.Boolean isTemp { get }
public System.Boolean isTemp { get; }
public System.Int32 parentCluster { get }
public System.Int32 parentCluster { get; }
public System.Int32 level { get }
public System.Int32 level { get; }
public System.Int32 prefabIndex { get }
public System.Int32 prefabIndex { get; }
Constructors
public IconCluster(Unity.Mathematics.float3 center, Unity.Mathematics.float3 size, System.Int32 parentCluster, Unity.Mathematics.int2 subClusters, System.Single radius, System.Single distanceFactor, Colossal.Collections.NativeHeapBlock iconAllocation, Game.Notifications.IconClusterLayer layer, Game.Notifications.IconFlags flags, System.Int32 iconCount, System.Int32 level, System.Int32 prefabIndex, System.Boolean isMoving, System.Boolean isTemp)
public IconCluster(Unity.Mathematics.float3 center, Unity.Mathematics.float3 size, System.Int32 parentCluster, Unity.Mathematics.int2 subClusters, System.Single radius, System.Single distanceFactor, Colossal.Collections.NativeHeapBlock iconAllocation, Game.Notifications.IconClusterLayer layer, Game.Notifications.IconFlags flags, System.Int32 iconCount, System.Int32 level, System.Int32 prefabIndex, System.Boolean isMoving, System.Boolean isTemp);
public IconCluster(Game.Notifications.IconClusterSystem+IconCluster cluster1, Game.Notifications.IconClusterSystem+IconCluster cluster2, System.Int32 index1, System.Int32 index2, Colossal.Collections.NativeHeapBlock iconAllocation, System.Int32 iconCount, System.Int32 level)
public IconCluster(Game.Notifications.IconClusterSystem+IconCluster cluster1, Game.Notifications.IconClusterSystem+IconCluster cluster2, System.Int32 index1, System.Int32 index2, Colossal.Collections.NativeHeapBlock iconAllocation, System.Int32 iconCount, System.Int32 level);
Methods
public static CalculateRadius(System.Single radius, System.Single distance) : System.Single
public static System.Single CalculateRadius(System.Single radius, System.Single distance);
public Equals(Game.Notifications.IconClusterSystem+IconCluster other) : System.Boolean
public System.Boolean Equals(Game.Notifications.IconClusterSystem+IconCluster other);
public GetBounds(System.Single distance, Unity.Mathematics.float3 cameraUp) : Colossal.Mathematics.Bounds3
public Colossal.Mathematics.Bounds3 GetBounds(System.Single distance, Unity.Mathematics.float3 cameraUp);
public GetIcons(Game.Notifications.IconClusterSystem+ClusterData clusterData) : Unity.Collections.NativeArray<Game.Notifications.IconClusterSystem+ClusterIcon>
public Unity.Collections.NativeArray<Game.Notifications.IconClusterSystem+ClusterIcon> GetIcons(Game.Notifications.IconClusterSystem+ClusterData clusterData);
public GetIcons(System.Int32& firstIcon, System.Int32& iconCount) : Colossal.Collections.NativeHeapBlock
public Colossal.Collections.NativeHeapBlock GetIcons(System.Int32& firstIcon, System.Int32& iconCount);
public GetRadius(System.Single distance) : System.Single
public System.Single GetRadius(System.Single distance);
public GetSubClusters(Unity.Mathematics.int2& subClusters) : System.Boolean
public System.Boolean GetSubClusters(Unity.Mathematics.int2& subClusters);
public KeepCluster(System.Single distance) : System.Boolean
public System.Boolean KeepCluster(System.Single distance);
public static SetParent(Game.Notifications.IconClusterSystem+IconCluster& cluster, System.Int32 parent) : System.Void
public static System.Void SetParent(Game.Notifications.IconClusterSystem+IconCluster& cluster, System.Int32 parent);