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Game.Pathfind.PathfindQueueSystem+ActionListItem`1

Assembly: Game
Namespace: Game.Pathfind

Type: struct sealed public

Base: System.ValueType
Implements: System.IDisposable

Code

public sealed struct ActionListItem<T> : System.IDisposable
{
    public T m_Action;
    public Unity.Entities.Entity m_Owner;
    public Unity.Jobs.JobHandle m_Dependencies;
    public Game.Pathfind.PathFlags m_Flags;
    public System.UInt32 m_ResultFrame;
    public Game.Pathfind.PathEventData m_EventData;
    public System.Object m_System;

    public ActionListItem`1(T action, Unity.Entities.Entity owner, Unity.Jobs.JobHandle dependencies, Game.Pathfind.PathFlags flags, System.UInt32 frameIndex, Game.Pathfind.PathEventData eventData, System.Object system);

    public System.Void Dispose();
}

Fields

  • public T m_Action
public T m_Action;
  • public Unity.Entities.Entity m_Owner
public Unity.Entities.Entity m_Owner;
  • public Unity.Jobs.JobHandle m_Dependencies
public Unity.Jobs.JobHandle m_Dependencies;
  • public Game.Pathfind.PathFlags m_Flags
public Game.Pathfind.PathFlags m_Flags;
  • public System.UInt32 m_ResultFrame
public System.UInt32 m_ResultFrame;
  • public Game.Pathfind.PathEventData m_EventData
public Game.Pathfind.PathEventData m_EventData;
  • public System.Object m_System
public System.Object m_System;

Constructors

  • public ActionListItem1(T action, Unity.Entities.Entity owner, Unity.Jobs.JobHandle dependencies, Game.Pathfind.PathFlags flags, System.UInt32 frameIndex, Game.Pathfind.PathEventData eventData, System.Object system)`
public ActionListItem`1(T action, Unity.Entities.Entity owner, Unity.Jobs.JobHandle dependencies, Game.Pathfind.PathFlags flags, System.UInt32 frameIndex, Game.Pathfind.PathEventData eventData, System.Object system);

Methods

  • public Dispose() : System.Void
public System.Void Dispose();