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 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 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();