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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);