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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);