Game.Objects.RaycastJobs+ExtractLaneObjectsJob
Assembly: Game
Namespace: Game.Objects
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Jobs.IJobParallelFor
Attributes: BurstCompile
Code
public sealed struct ExtractLaneObjectsJob : Unity.Jobs.IJobParallelFor
{
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
public Unity.Entities.ComponentLookup<Game.Net.Edge> m_EdgeData;
public Unity.Entities.ComponentLookup<Game.Net.Composition> m_CompositionData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabCompositionData;
public Unity.Entities.BufferLookup<Game.Net.SubLane> m_SubLanes;
public Unity.Entities.BufferLookup<Game.Net.LaneObject> m_LaneObjects;
public Unity.Entities.BufferLookup<Game.Net.ConnectedEdge> m_ConnectedEdges;
public Unity.Collections.NativeList<Game.Common.RaycastSystem+EntityResult> m_EdgeList;
public Unity.Collections.NativeList<Game.Common.RaycastSystem+EntityResult> m_StaticObjectList;
public Unity.Collections.NativeArray<Unity.Mathematics.int4> m_Ranges;
public Unity.Collections.NativeQueue<Game.Common.RaycastSystem+EntityResult> m_MovingObjectQueue;
private System.Void CheckLanes(System.Int32 raycastIndex, Unity.Entities.DynamicBuffer<Game.Net.SubLane> lanes);
public System.Void Execute(System.Int32 index);
private System.Void TryCheckLanes(Unity.Collections.NativeParallelHashSet<Unity.Entities.Entity> checkedEntities, Game.Common.RaycastSystem+EntityResult entity);
private System.Void TryCheckNode(Game.Common.RaycastInput input, Unity.Collections.NativeParallelHashSet<Unity.Entities.Entity> checkedEntities, Game.Common.RaycastSystem+EntityResult node, Unity.Entities.Entity ignoreEdge);
private System.Void TryCheckObject(Unity.Collections.NativeParallelHashSet<Unity.Entities.Entity> checkedEntities, Game.Common.RaycastSystem+EntityResult obj);
}
Fields
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
public Unity.Entities.ComponentLookup<Game.Net.Edge> m_EdgeData
public Unity.Entities.ComponentLookup<Game.Net.Edge> m_EdgeData;
public Unity.Entities.ComponentLookup<Game.Net.Composition> m_CompositionData
public Unity.Entities.ComponentLookup<Game.Net.Composition> m_CompositionData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabCompositionData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabCompositionData;
public Unity.Entities.BufferLookup<Game.Net.SubLane> m_SubLanes
public Unity.Entities.BufferLookup<Game.Net.SubLane> m_SubLanes;
public Unity.Entities.BufferLookup<Game.Net.LaneObject> m_LaneObjects
public Unity.Entities.BufferLookup<Game.Net.LaneObject> m_LaneObjects;
public Unity.Entities.BufferLookup<Game.Net.ConnectedEdge> m_ConnectedEdges
public Unity.Entities.BufferLookup<Game.Net.ConnectedEdge> m_ConnectedEdges;
public Unity.Collections.NativeList<Game.Common.RaycastSystem+EntityResult> m_EdgeList
public Unity.Collections.NativeList<Game.Common.RaycastSystem+EntityResult> m_EdgeList;
public Unity.Collections.NativeList<Game.Common.RaycastSystem+EntityResult> m_StaticObjectList
public Unity.Collections.NativeList<Game.Common.RaycastSystem+EntityResult> m_StaticObjectList;
public Unity.Collections.NativeArray<Unity.Mathematics.int4> m_Ranges
public Unity.Collections.NativeArray<Unity.Mathematics.int4> m_Ranges;
public Unity.Collections.NativeQueue<Game.Common.RaycastSystem+EntityResult> m_MovingObjectQueue
public Unity.Collections.NativeQueue<Game.Common.RaycastSystem+EntityResult> m_MovingObjectQueue;
Methods
private CheckLanes(System.Int32 raycastIndex, Unity.Entities.DynamicBuffer<Game.Net.SubLane> lanes) : System.Void
private System.Void CheckLanes(System.Int32 raycastIndex, Unity.Entities.DynamicBuffer<Game.Net.SubLane> lanes);
public Execute(System.Int32 index) : System.Void
public System.Void Execute(System.Int32 index);
private TryCheckLanes(Unity.Collections.NativeParallelHashSet<Unity.Entities.Entity> checkedEntities, Game.Common.RaycastSystem+EntityResult entity) : System.Void
private System.Void TryCheckLanes(Unity.Collections.NativeParallelHashSet<Unity.Entities.Entity> checkedEntities, Game.Common.RaycastSystem+EntityResult entity);
private TryCheckNode(Game.Common.RaycastInput input, Unity.Collections.NativeParallelHashSet<Unity.Entities.Entity> checkedEntities, Game.Common.RaycastSystem+EntityResult node, Unity.Entities.Entity ignoreEdge) : System.Void
private System.Void TryCheckNode(Game.Common.RaycastInput input, Unity.Collections.NativeParallelHashSet<Unity.Entities.Entity> checkedEntities, Game.Common.RaycastSystem+EntityResult node, Unity.Entities.Entity ignoreEdge);
private TryCheckObject(Unity.Collections.NativeParallelHashSet<Unity.Entities.Entity> checkedEntities, Game.Common.RaycastSystem+EntityResult obj) : System.Void
private System.Void TryCheckObject(Unity.Collections.NativeParallelHashSet<Unity.Entities.Entity> checkedEntities, Game.Common.RaycastSystem+EntityResult obj);