Game.Notifications.RaycastJobs+RaycastIconsJob
Assembly: Game
Namespace: Game.Notifications
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Jobs.IJobParallelFor
Attributes: BurstCompile
Code
public sealed struct RaycastIconsJob : Unity.Jobs.IJobParallelFor
{
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
public Unity.Mathematics.float3 m_CameraUp;
public Unity.Mathematics.float3 m_CameraRight;
public Game.Notifications.IconClusterSystem+ClusterData m_ClusterData;
public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_IconChunks;
public Unity.Entities.EntityTypeHandle m_EntityType;
public Unity.Entities.ComponentTypeHandle<Game.Notifications.Icon> m_IconType;
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData;
public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_TempData;
public Unity.Entities.ComponentLookup<Game.Objects.Static> m_StaticData;
public Unity.Entities.ComponentLookup<Game.Objects.Object> m_ObjectData;
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData;
public Unity.Entities.ComponentLookup<Game.Objects.Placeholder> m_PlaceholderData;
public Unity.Entities.ComponentLookup<Game.Objects.Attachment> m_AttachmentData;
public Unity.Entities.ComponentLookup<Game.Rendering.CullingInfo> m_CullingInfoData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NotificationIconDisplayData> m_IconDisplayData;
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results;
private System.Void CheckChunks(System.Int32 raycastIndex, Game.Common.RaycastInput input);
private System.Void CheckClusters(System.Int32 raycastIndex, Game.Common.RaycastInput input);
private System.Boolean CheckPlaceholder(Game.Common.RaycastInput input, Unity.Entities.Entity& entity);
public System.Void Execute(System.Int32 index);
private System.Void ValidateResult(System.Int32 raycastIndex, Game.Common.RaycastInput input, Game.Common.RaycastResult result, Game.Notifications.IconClusterLayer layer);
}
Fields
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
public Unity.Mathematics.float3 m_CameraUp
public Unity.Mathematics.float3 m_CameraUp;
public Unity.Mathematics.float3 m_CameraRight
public Unity.Mathematics.float3 m_CameraRight;
public Game.Notifications.IconClusterSystem+ClusterData m_ClusterData
public Game.Notifications.IconClusterSystem+ClusterData m_ClusterData;
public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_IconChunks
public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_IconChunks;
public Unity.Entities.EntityTypeHandle m_EntityType
public Unity.Entities.EntityTypeHandle m_EntityType;
public Unity.Entities.ComponentTypeHandle<Game.Notifications.Icon> m_IconType
public Unity.Entities.ComponentTypeHandle<Game.Notifications.Icon> m_IconType;
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData;
public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_TempData
public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_TempData;
public Unity.Entities.ComponentLookup<Game.Objects.Static> m_StaticData
public Unity.Entities.ComponentLookup<Game.Objects.Static> m_StaticData;
public Unity.Entities.ComponentLookup<Game.Objects.Object> m_ObjectData
public Unity.Entities.ComponentLookup<Game.Objects.Object> m_ObjectData;
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData;
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.Rendering.CullingInfo> m_CullingInfoData
public Unity.Entities.ComponentLookup<Game.Rendering.CullingInfo> m_CullingInfoData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NotificationIconDisplayData> m_IconDisplayData
public Unity.Entities.ComponentLookup<Game.Prefabs.NotificationIconDisplayData> m_IconDisplayData;
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results;
Methods
private CheckChunks(System.Int32 raycastIndex, Game.Common.RaycastInput input) : System.Void
private System.Void CheckChunks(System.Int32 raycastIndex, Game.Common.RaycastInput input);
private CheckClusters(System.Int32 raycastIndex, Game.Common.RaycastInput input) : System.Void
private System.Void CheckClusters(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);
public Execute(System.Int32 index) : System.Void
public System.Void Execute(System.Int32 index);
private ValidateResult(System.Int32 raycastIndex, Game.Common.RaycastInput input, Game.Common.RaycastResult result, Game.Notifications.IconClusterLayer layer) : System.Void
private System.Void ValidateResult(System.Int32 raycastIndex, Game.Common.RaycastInput input, Game.Common.RaycastResult result, Game.Notifications.IconClusterLayer layer);