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Game.Pathfind.PathfindTargetSeeker`1

Assembly: Game
Namespace: Game.Pathfind

Type: struct sealed public

Base: System.ValueType

Code

public sealed struct PathfindTargetSeeker<TBuffer>
{
    public Game.Pathfind.PathfindParameters m_PathfindParameters;
    public System.Boolean m_IsStartTarget;
    public Game.Pathfind.SetupQueueTarget m_SetupQueueTarget;
    public TBuffer m_Buffer;
    public Game.Common.RandomSeed m_RandomSeed;
    public Game.Net.AirwayHelpers+AirwayData m_AirwayData;
    public Unity.Entities.ComponentLookup<Game.Common.Owner> m_Owner;
    public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_Transform;
    public Unity.Entities.ComponentLookup<Game.Objects.Attached> m_Attached;
    public Unity.Entities.ComponentLookup<Game.Objects.SpawnLocation> m_SpawnLocation;
    public Unity.Entities.ComponentLookup<Game.Objects.Stopped> m_Stopped;
    public Unity.Entities.ComponentLookup<Game.Creatures.HumanCurrentLane> m_HumanCurrentLane;
    public Unity.Entities.ComponentLookup<Game.Vehicles.CarCurrentLane> m_CarCurrentLane;
    public Unity.Entities.ComponentLookup<Game.Vehicles.TrainCurrentLane> m_TrainCurrentLane;
    public Unity.Entities.ComponentLookup<Game.Vehicles.WatercraftCurrentLane> m_WatercraftCurrentLane;
    public Unity.Entities.ComponentLookup<Game.Vehicles.AircraftCurrentLane> m_AircraftCurrentLane;
    public Unity.Entities.ComponentLookup<Game.Vehicles.ParkedCar> m_ParkedCar;
    public Unity.Entities.ComponentLookup<Game.Vehicles.ParkedTrain> m_ParkedTrain;
    public Unity.Entities.ComponentLookup<Game.Vehicles.Train> m_Train;
    public Unity.Entities.ComponentLookup<Game.Vehicles.Airplane> m_Airplane;
    public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_Building;
    public Unity.Entities.ComponentLookup<Game.Buildings.PropertyRenter> m_PropertyRenter;
    public Unity.Entities.ComponentLookup<Game.Citizens.CurrentBuilding> m_CurrentBuilding;
    public Unity.Entities.ComponentLookup<Game.Citizens.CurrentTransport> m_CurrentTransport;
    public Unity.Entities.ComponentLookup<Game.Net.Curve> m_Curve;
    public Unity.Entities.ComponentLookup<Game.Net.PedestrianLane> m_PedestrianLane;
    public Unity.Entities.ComponentLookup<Game.Net.ParkingLane> m_ParkingLane;
    public Unity.Entities.ComponentLookup<Game.Net.CarLane> m_CarLane;
    public Unity.Entities.ComponentLookup<Game.Net.MasterLane> m_MasterLane;
    public Unity.Entities.ComponentLookup<Game.Net.SlaveLane> m_SlaveLane;
    public Unity.Entities.ComponentLookup<Game.Net.ConnectionLane> m_ConnectionLane;
    public Unity.Entities.ComponentLookup<Game.Net.NodeLane> m_NodeLane;
    public Unity.Entities.ComponentLookup<Game.Net.LaneConnection> m_LaneConnection;
    public Unity.Entities.ComponentLookup<Game.Routes.RouteLane> m_RouteLane;
    public Unity.Entities.ComponentLookup<Game.Routes.AccessLane> m_AccessLane;
    public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRef;
    public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_BuildingData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.PathfindCarData> m_CarPathfindData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnLocationData> m_SpawnLocationData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.NetLaneData> m_NetLaneData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.CarLaneData> m_CarLaneData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.ParkingLaneData> m_ParkingLaneData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.TrackLaneData> m_TrackLaneData;
    public Unity.Entities.BufferLookup<Game.Net.SubLane> m_SubLane;
    public Unity.Entities.BufferLookup<Game.Areas.Node> m_AreaNode;
    public Unity.Entities.BufferLookup<Game.Areas.Triangle> m_AreaTriangle;
    public Unity.Entities.BufferLookup<Game.Buildings.SpawnLocationElement> m_SpawnLocations;
    public Unity.Entities.BufferLookup<Game.Vehicles.LayoutElement> m_VehicleLayout;
    public Unity.Entities.BufferLookup<Game.Vehicles.CarNavigationLane> m_CarNavigationLanes;
    public Unity.Entities.BufferLookup<Game.Vehicles.WatercraftNavigationLane> m_WatercraftNavigationLanes;
    public Unity.Entities.BufferLookup<Game.Vehicles.AircraftNavigationLane> m_AircraftNavigationLanes;

    public PathfindTargetSeeker`1(Game.Pathfind.PathfindTargetSeekerData data, Game.Pathfind.PathfindParameters pathfindParameters, Game.Pathfind.SetupQueueTarget setupQueueTarget, TBuffer buffer, Game.Common.RandomSeed randomSeed, System.Boolean isStartTarget);

    public System.Int32 AddAreaTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity entity, Unity.Entities.Entity subItem, Unity.Entities.DynamicBuffer<Game.Areas.SubArea> subAreas, System.Single cost, System.Boolean addDistanceCost, Game.Pathfind.EdgeFlags flags);
    private System.Int32 AddCarLaneTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity lane, Unity.Mathematics.float3 comparePosition, System.Single maxDistance, System.Single curvePos, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean allowLaneGroupSwitch, System.Boolean allowBlocked, System.Boolean allowAccessRestriction);
    public System.Int32 AddEdgeTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, System.Single cost, Game.Pathfind.EdgeFlags flags, Unity.Entities.Entity edge, Unity.Mathematics.float3 comparePosition, System.Single maxDistance, System.Boolean allowLaneGroupSwitch, System.Boolean allowAccessRestriction);
    public System.Int32 AddLaneConnectionTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, System.Single cost, Game.Pathfind.EdgeFlags flags, Game.Net.LaneConnection laneConnection, Unity.Mathematics.float3 comparePosition, System.Single maxDistance, System.Boolean allowLaneGroupSwitch, System.Boolean allowAccessRestriction);
    private System.Int32 AddLaneTarget(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity accessRequirement, Unity.Entities.Entity lane, System.Single curvePos, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean allowAccessRestriction);
    private System.Int32 AddParkingLane(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity parkingLaneEntity, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean allowAccessRestriction, System.Boolean countOnly, System.Boolean& addFrontConnection);
    private System.Int32 AddParkingLaneTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity lane, System.Single curvePos, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean allowAccessRestriction);
    private System.Int32 AddPedestrianLaneTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity lane, System.Single curvePos, System.Single cost, System.Single distance, Game.Pathfind.EdgeFlags flags, System.Boolean allowAccessRestriction);
    private System.Int32 AddSpawnLocation(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity spawnLocationEntity, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean ignoreActivityMask, System.Boolean allowAccessRestriction);
    private System.Int32 AddSpawnLocation(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity spawnLocationEntity, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean ignoreActivityMask, System.Boolean allowAccessRestriction, System.Boolean countOnly, System.Boolean ignoreParked, System.Boolean& addFrontConnection);
    private System.Int32 AddSubLaneTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity entity, System.Single cost, System.Boolean randomCurvePos, System.Boolean allowAccessRestriction, Game.Pathfind.EdgeFlags flags);
    public System.Void AddTarget(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity entity, System.Single delta, System.Single cost, Game.Pathfind.EdgeFlags flags);
    private System.Int32 AddTrainTarget(Unity.Mathematics.Random& random, Unity.Entities.Entity target, System.Single cost, Game.Pathfind.EdgeFlags flags, Unity.Entities.Entity carriage, Unity.Entities.Entity lane, System.Single curvePosition, System.Boolean trainForward);
    private System.Int32 AddTrainTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity entity, System.Single cost, Game.Pathfind.EdgeFlags flags);
    private System.Single CalculateCarTargetCost(Unity.Mathematics.Random& random, Game.Prefabs.PathfindCarData pathfindCarData, Game.Net.CarLane carLaneData, System.Single distance, System.Int32 laneCrossCount, System.Boolean unsafeUTurn);
    private System.Single CalculatePedestrianTargetCost(Unity.Mathematics.Random& random, System.Single distance);
    private System.Boolean CheckAccessRestriction(System.Boolean allowAccessRestriction, Game.Objects.SpawnLocation spawnLocation);
    private System.Boolean CheckAccessRestriction(System.Boolean allowAccessRestriction, Game.Net.PedestrianLane pedestrianLane);
    private System.Boolean CheckAccessRestriction(System.Boolean allowAccessRestriction, Game.Net.CarLane carLane);
    private System.Boolean CheckAccessRestriction(System.Boolean allowAccessRestriction, Game.Net.ParkingLane parkingLane);
    private System.Boolean CheckAccessRestriction(System.Boolean allowAccessRestriction, Game.Net.ConnectionLane connectionLane);
    public System.Int32 FindTargets(Unity.Entities.Entity entity, System.Single cost);
    public System.Int32 FindTargets(Unity.Entities.Entity target, Unity.Entities.Entity entity, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean allowAccessRestriction, System.Boolean navigationEnd);
    private System.Void GetAircraftLane(Unity.Entities.Entity entity, System.Boolean navigationEnd, Unity.Entities.Entity& lane, System.Single& curvePos, Game.Vehicles.AircraftLaneFlags& flags);
    private System.Void GetCarLane(Unity.Entities.Entity entity, System.Boolean navigationEnd, Unity.Entities.Entity& lane, System.Single& curvePos, Game.Vehicles.CarLaneFlags& flags);
    private System.Boolean GetEdge(Unity.Entities.Entity lane, Unity.Entities.Entity& edge);
    private System.Void GetWatercraftLane(Unity.Entities.Entity entity, System.Boolean navigationEnd, Unity.Entities.Entity& lane, System.Single& curvePos, Game.Vehicles.WatercraftLaneFlags& flags);
}

Fields

  • public Game.Pathfind.PathfindParameters m_PathfindParameters
public Game.Pathfind.PathfindParameters m_PathfindParameters;
  • public System.Boolean m_IsStartTarget
public System.Boolean m_IsStartTarget;
  • public Game.Pathfind.SetupQueueTarget m_SetupQueueTarget
public Game.Pathfind.SetupQueueTarget m_SetupQueueTarget;
  • public TBuffer m_Buffer
public TBuffer m_Buffer;
  • public Game.Common.RandomSeed m_RandomSeed
public Game.Common.RandomSeed m_RandomSeed;
  • public Game.Net.AirwayHelpers+AirwayData m_AirwayData
public Game.Net.AirwayHelpers+AirwayData m_AirwayData;
  • public Unity.Entities.ComponentLookup<Game.Common.Owner> m_Owner
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_Owner;
  • public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_Transform
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_Transform;
  • public Unity.Entities.ComponentLookup<Game.Objects.Attached> m_Attached
public Unity.Entities.ComponentLookup<Game.Objects.Attached> m_Attached;
  • public Unity.Entities.ComponentLookup<Game.Objects.SpawnLocation> m_SpawnLocation
public Unity.Entities.ComponentLookup<Game.Objects.SpawnLocation> m_SpawnLocation;
  • public Unity.Entities.ComponentLookup<Game.Objects.Stopped> m_Stopped
public Unity.Entities.ComponentLookup<Game.Objects.Stopped> m_Stopped;
  • public Unity.Entities.ComponentLookup<Game.Creatures.HumanCurrentLane> m_HumanCurrentLane
public Unity.Entities.ComponentLookup<Game.Creatures.HumanCurrentLane> m_HumanCurrentLane;
  • public Unity.Entities.ComponentLookup<Game.Vehicles.CarCurrentLane> m_CarCurrentLane
public Unity.Entities.ComponentLookup<Game.Vehicles.CarCurrentLane> m_CarCurrentLane;
  • public Unity.Entities.ComponentLookup<Game.Vehicles.TrainCurrentLane> m_TrainCurrentLane
public Unity.Entities.ComponentLookup<Game.Vehicles.TrainCurrentLane> m_TrainCurrentLane;
  • public Unity.Entities.ComponentLookup<Game.Vehicles.WatercraftCurrentLane> m_WatercraftCurrentLane
public Unity.Entities.ComponentLookup<Game.Vehicles.WatercraftCurrentLane> m_WatercraftCurrentLane;
  • public Unity.Entities.ComponentLookup<Game.Vehicles.AircraftCurrentLane> m_AircraftCurrentLane
public Unity.Entities.ComponentLookup<Game.Vehicles.AircraftCurrentLane> m_AircraftCurrentLane;
  • public Unity.Entities.ComponentLookup<Game.Vehicles.ParkedCar> m_ParkedCar
public Unity.Entities.ComponentLookup<Game.Vehicles.ParkedCar> m_ParkedCar;
  • public Unity.Entities.ComponentLookup<Game.Vehicles.ParkedTrain> m_ParkedTrain
public Unity.Entities.ComponentLookup<Game.Vehicles.ParkedTrain> m_ParkedTrain;
  • public Unity.Entities.ComponentLookup<Game.Vehicles.Train> m_Train
public Unity.Entities.ComponentLookup<Game.Vehicles.Train> m_Train;
  • public Unity.Entities.ComponentLookup<Game.Vehicles.Airplane> m_Airplane
public Unity.Entities.ComponentLookup<Game.Vehicles.Airplane> m_Airplane;
  • public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_Building
public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_Building;
  • public Unity.Entities.ComponentLookup<Game.Buildings.PropertyRenter> m_PropertyRenter
public Unity.Entities.ComponentLookup<Game.Buildings.PropertyRenter> m_PropertyRenter;
  • public Unity.Entities.ComponentLookup<Game.Citizens.CurrentBuilding> m_CurrentBuilding
public Unity.Entities.ComponentLookup<Game.Citizens.CurrentBuilding> m_CurrentBuilding;
  • public Unity.Entities.ComponentLookup<Game.Citizens.CurrentTransport> m_CurrentTransport
public Unity.Entities.ComponentLookup<Game.Citizens.CurrentTransport> m_CurrentTransport;
  • public Unity.Entities.ComponentLookup<Game.Net.Curve> m_Curve
public Unity.Entities.ComponentLookup<Game.Net.Curve> m_Curve;
  • public Unity.Entities.ComponentLookup<Game.Net.PedestrianLane> m_PedestrianLane
public Unity.Entities.ComponentLookup<Game.Net.PedestrianLane> m_PedestrianLane;
  • public Unity.Entities.ComponentLookup<Game.Net.ParkingLane> m_ParkingLane
public Unity.Entities.ComponentLookup<Game.Net.ParkingLane> m_ParkingLane;
  • public Unity.Entities.ComponentLookup<Game.Net.CarLane> m_CarLane
public Unity.Entities.ComponentLookup<Game.Net.CarLane> m_CarLane;
  • public Unity.Entities.ComponentLookup<Game.Net.MasterLane> m_MasterLane
public Unity.Entities.ComponentLookup<Game.Net.MasterLane> m_MasterLane;
  • public Unity.Entities.ComponentLookup<Game.Net.SlaveLane> m_SlaveLane
public Unity.Entities.ComponentLookup<Game.Net.SlaveLane> m_SlaveLane;
  • public Unity.Entities.ComponentLookup<Game.Net.ConnectionLane> m_ConnectionLane
public Unity.Entities.ComponentLookup<Game.Net.ConnectionLane> m_ConnectionLane;
  • public Unity.Entities.ComponentLookup<Game.Net.NodeLane> m_NodeLane
public Unity.Entities.ComponentLookup<Game.Net.NodeLane> m_NodeLane;
  • public Unity.Entities.ComponentLookup<Game.Net.LaneConnection> m_LaneConnection
public Unity.Entities.ComponentLookup<Game.Net.LaneConnection> m_LaneConnection;
  • public Unity.Entities.ComponentLookup<Game.Routes.RouteLane> m_RouteLane
public Unity.Entities.ComponentLookup<Game.Routes.RouteLane> m_RouteLane;
  • public Unity.Entities.ComponentLookup<Game.Routes.AccessLane> m_AccessLane
public Unity.Entities.ComponentLookup<Game.Routes.AccessLane> m_AccessLane;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRef
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRef;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_BuildingData
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_BuildingData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.PathfindCarData> m_CarPathfindData
public Unity.Entities.ComponentLookup<Game.Prefabs.PathfindCarData> m_CarPathfindData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnLocationData> m_SpawnLocationData
public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnLocationData> m_SpawnLocationData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.NetLaneData> m_NetLaneData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetLaneData> m_NetLaneData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.CarLaneData> m_CarLaneData
public Unity.Entities.ComponentLookup<Game.Prefabs.CarLaneData> m_CarLaneData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.ParkingLaneData> m_ParkingLaneData
public Unity.Entities.ComponentLookup<Game.Prefabs.ParkingLaneData> m_ParkingLaneData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.TrackLaneData> m_TrackLaneData
public Unity.Entities.ComponentLookup<Game.Prefabs.TrackLaneData> m_TrackLaneData;
  • public Unity.Entities.BufferLookup<Game.Net.SubLane> m_SubLane
public Unity.Entities.BufferLookup<Game.Net.SubLane> m_SubLane;
  • public Unity.Entities.BufferLookup<Game.Areas.Node> m_AreaNode
public Unity.Entities.BufferLookup<Game.Areas.Node> m_AreaNode;
  • public Unity.Entities.BufferLookup<Game.Areas.Triangle> m_AreaTriangle
public Unity.Entities.BufferLookup<Game.Areas.Triangle> m_AreaTriangle;
  • public Unity.Entities.BufferLookup<Game.Buildings.SpawnLocationElement> m_SpawnLocations
public Unity.Entities.BufferLookup<Game.Buildings.SpawnLocationElement> m_SpawnLocations;
  • public Unity.Entities.BufferLookup<Game.Vehicles.LayoutElement> m_VehicleLayout
public Unity.Entities.BufferLookup<Game.Vehicles.LayoutElement> m_VehicleLayout;
  • public Unity.Entities.BufferLookup<Game.Vehicles.CarNavigationLane> m_CarNavigationLanes
public Unity.Entities.BufferLookup<Game.Vehicles.CarNavigationLane> m_CarNavigationLanes;
  • public Unity.Entities.BufferLookup<Game.Vehicles.WatercraftNavigationLane> m_WatercraftNavigationLanes
public Unity.Entities.BufferLookup<Game.Vehicles.WatercraftNavigationLane> m_WatercraftNavigationLanes;
  • public Unity.Entities.BufferLookup<Game.Vehicles.AircraftNavigationLane> m_AircraftNavigationLanes
public Unity.Entities.BufferLookup<Game.Vehicles.AircraftNavigationLane> m_AircraftNavigationLanes;

Constructors

  • public PathfindTargetSeeker1(Game.Pathfind.PathfindTargetSeekerData data, Game.Pathfind.PathfindParameters pathfindParameters, Game.Pathfind.SetupQueueTarget setupQueueTarget, TBuffer buffer, Game.Common.RandomSeed randomSeed, System.Boolean isStartTarget)`
public PathfindTargetSeeker`1(Game.Pathfind.PathfindTargetSeekerData data, Game.Pathfind.PathfindParameters pathfindParameters, Game.Pathfind.SetupQueueTarget setupQueueTarget, TBuffer buffer, Game.Common.RandomSeed randomSeed, System.Boolean isStartTarget);

Methods

  • public AddAreaTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity entity, Unity.Entities.Entity subItem, Unity.Entities.DynamicBuffer<Game.Areas.SubArea> subAreas, System.Single cost, System.Boolean addDistanceCost, Game.Pathfind.EdgeFlags flags) : System.Int32
public System.Int32 AddAreaTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity entity, Unity.Entities.Entity subItem, Unity.Entities.DynamicBuffer<Game.Areas.SubArea> subAreas, System.Single cost, System.Boolean addDistanceCost, Game.Pathfind.EdgeFlags flags);
  • private AddCarLaneTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity lane, Unity.Mathematics.float3 comparePosition, System.Single maxDistance, System.Single curvePos, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean allowLaneGroupSwitch, System.Boolean allowBlocked, System.Boolean allowAccessRestriction) : System.Int32
private System.Int32 AddCarLaneTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity lane, Unity.Mathematics.float3 comparePosition, System.Single maxDistance, System.Single curvePos, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean allowLaneGroupSwitch, System.Boolean allowBlocked, System.Boolean allowAccessRestriction);
  • public AddEdgeTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, System.Single cost, Game.Pathfind.EdgeFlags flags, Unity.Entities.Entity edge, Unity.Mathematics.float3 comparePosition, System.Single maxDistance, System.Boolean allowLaneGroupSwitch, System.Boolean allowAccessRestriction) : System.Int32
public System.Int32 AddEdgeTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, System.Single cost, Game.Pathfind.EdgeFlags flags, Unity.Entities.Entity edge, Unity.Mathematics.float3 comparePosition, System.Single maxDistance, System.Boolean allowLaneGroupSwitch, System.Boolean allowAccessRestriction);
  • public AddLaneConnectionTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, System.Single cost, Game.Pathfind.EdgeFlags flags, Game.Net.LaneConnection laneConnection, Unity.Mathematics.float3 comparePosition, System.Single maxDistance, System.Boolean allowLaneGroupSwitch, System.Boolean allowAccessRestriction) : System.Int32
public System.Int32 AddLaneConnectionTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, System.Single cost, Game.Pathfind.EdgeFlags flags, Game.Net.LaneConnection laneConnection, Unity.Mathematics.float3 comparePosition, System.Single maxDistance, System.Boolean allowLaneGroupSwitch, System.Boolean allowAccessRestriction);
  • private AddLaneTarget(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity accessRequirement, Unity.Entities.Entity lane, System.Single curvePos, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean allowAccessRestriction) : System.Int32
private System.Int32 AddLaneTarget(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity accessRequirement, Unity.Entities.Entity lane, System.Single curvePos, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean allowAccessRestriction);
  • private AddParkingLane(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity parkingLaneEntity, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean allowAccessRestriction, System.Boolean countOnly, System.Boolean& addFrontConnection) : System.Int32
private System.Int32 AddParkingLane(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity parkingLaneEntity, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean allowAccessRestriction, System.Boolean countOnly, System.Boolean& addFrontConnection);
  • private AddParkingLaneTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity lane, System.Single curvePos, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean allowAccessRestriction) : System.Int32
private System.Int32 AddParkingLaneTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity lane, System.Single curvePos, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean allowAccessRestriction);
  • private AddPedestrianLaneTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity lane, System.Single curvePos, System.Single cost, System.Single distance, Game.Pathfind.EdgeFlags flags, System.Boolean allowAccessRestriction) : System.Int32
private System.Int32 AddPedestrianLaneTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity lane, System.Single curvePos, System.Single cost, System.Single distance, Game.Pathfind.EdgeFlags flags, System.Boolean allowAccessRestriction);
  • private AddSpawnLocation(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity spawnLocationEntity, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean ignoreActivityMask, System.Boolean allowAccessRestriction) : System.Int32
private System.Int32 AddSpawnLocation(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity spawnLocationEntity, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean ignoreActivityMask, System.Boolean allowAccessRestriction);
  • private AddSpawnLocation(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity spawnLocationEntity, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean ignoreActivityMask, System.Boolean allowAccessRestriction, System.Boolean countOnly, System.Boolean ignoreParked, System.Boolean& addFrontConnection) : System.Int32
private System.Int32 AddSpawnLocation(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity spawnLocationEntity, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean ignoreActivityMask, System.Boolean allowAccessRestriction, System.Boolean countOnly, System.Boolean ignoreParked, System.Boolean& addFrontConnection);
  • private AddSubLaneTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity entity, System.Single cost, System.Boolean randomCurvePos, System.Boolean allowAccessRestriction, Game.Pathfind.EdgeFlags flags) : System.Int32
private System.Int32 AddSubLaneTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity entity, System.Single cost, System.Boolean randomCurvePos, System.Boolean allowAccessRestriction, Game.Pathfind.EdgeFlags flags);
  • public AddTarget(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity entity, System.Single delta, System.Single cost, Game.Pathfind.EdgeFlags flags) : System.Void
public System.Void AddTarget(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity entity, System.Single delta, System.Single cost, Game.Pathfind.EdgeFlags flags);
  • private AddTrainTarget(Unity.Mathematics.Random& random, Unity.Entities.Entity target, System.Single cost, Game.Pathfind.EdgeFlags flags, Unity.Entities.Entity carriage, Unity.Entities.Entity lane, System.Single curvePosition, System.Boolean trainForward) : System.Int32
private System.Int32 AddTrainTarget(Unity.Mathematics.Random& random, Unity.Entities.Entity target, System.Single cost, Game.Pathfind.EdgeFlags flags, Unity.Entities.Entity carriage, Unity.Entities.Entity lane, System.Single curvePosition, System.Boolean trainForward);
  • private AddTrainTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity entity, System.Single cost, Game.Pathfind.EdgeFlags flags) : System.Int32
private System.Int32 AddTrainTargets(Unity.Mathematics.Random& random, Unity.Entities.Entity target, Unity.Entities.Entity entity, System.Single cost, Game.Pathfind.EdgeFlags flags);
  • private CalculateCarTargetCost(Unity.Mathematics.Random& random, Game.Prefabs.PathfindCarData pathfindCarData, Game.Net.CarLane carLaneData, System.Single distance, System.Int32 laneCrossCount, System.Boolean unsafeUTurn) : System.Single
private System.Single CalculateCarTargetCost(Unity.Mathematics.Random& random, Game.Prefabs.PathfindCarData pathfindCarData, Game.Net.CarLane carLaneData, System.Single distance, System.Int32 laneCrossCount, System.Boolean unsafeUTurn);
  • private CalculatePedestrianTargetCost(Unity.Mathematics.Random& random, System.Single distance) : System.Single
private System.Single CalculatePedestrianTargetCost(Unity.Mathematics.Random& random, System.Single distance);
  • private CheckAccessRestriction(System.Boolean allowAccessRestriction, Game.Objects.SpawnLocation spawnLocation) : System.Boolean
private System.Boolean CheckAccessRestriction(System.Boolean allowAccessRestriction, Game.Objects.SpawnLocation spawnLocation);
  • private CheckAccessRestriction(System.Boolean allowAccessRestriction, Game.Net.PedestrianLane pedestrianLane) : System.Boolean
private System.Boolean CheckAccessRestriction(System.Boolean allowAccessRestriction, Game.Net.PedestrianLane pedestrianLane);
  • private CheckAccessRestriction(System.Boolean allowAccessRestriction, Game.Net.CarLane carLane) : System.Boolean
private System.Boolean CheckAccessRestriction(System.Boolean allowAccessRestriction, Game.Net.CarLane carLane);
  • private CheckAccessRestriction(System.Boolean allowAccessRestriction, Game.Net.ParkingLane parkingLane) : System.Boolean
private System.Boolean CheckAccessRestriction(System.Boolean allowAccessRestriction, Game.Net.ParkingLane parkingLane);
  • private CheckAccessRestriction(System.Boolean allowAccessRestriction, Game.Net.ConnectionLane connectionLane) : System.Boolean
private System.Boolean CheckAccessRestriction(System.Boolean allowAccessRestriction, Game.Net.ConnectionLane connectionLane);
  • public FindTargets(Unity.Entities.Entity entity, System.Single cost) : System.Int32
public System.Int32 FindTargets(Unity.Entities.Entity entity, System.Single cost);
  • public FindTargets(Unity.Entities.Entity target, Unity.Entities.Entity entity, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean allowAccessRestriction, System.Boolean navigationEnd) : System.Int32
public System.Int32 FindTargets(Unity.Entities.Entity target, Unity.Entities.Entity entity, System.Single cost, Game.Pathfind.EdgeFlags flags, System.Boolean allowAccessRestriction, System.Boolean navigationEnd);
  • private GetAircraftLane(Unity.Entities.Entity entity, System.Boolean navigationEnd, Unity.Entities.Entity& lane, System.Single& curvePos, Game.Vehicles.AircraftLaneFlags& flags) : System.Void
private System.Void GetAircraftLane(Unity.Entities.Entity entity, System.Boolean navigationEnd, Unity.Entities.Entity& lane, System.Single& curvePos, Game.Vehicles.AircraftLaneFlags& flags);
  • private GetCarLane(Unity.Entities.Entity entity, System.Boolean navigationEnd, Unity.Entities.Entity& lane, System.Single& curvePos, Game.Vehicles.CarLaneFlags& flags) : System.Void
private System.Void GetCarLane(Unity.Entities.Entity entity, System.Boolean navigationEnd, Unity.Entities.Entity& lane, System.Single& curvePos, Game.Vehicles.CarLaneFlags& flags);
  • private GetEdge(Unity.Entities.Entity lane, Unity.Entities.Entity& edge) : System.Boolean
private System.Boolean GetEdge(Unity.Entities.Entity lane, Unity.Entities.Entity& edge);
  • private GetWatercraftLane(Unity.Entities.Entity entity, System.Boolean navigationEnd, Unity.Entities.Entity& lane, System.Single& curvePos, Game.Vehicles.WatercraftLaneFlags& flags) : System.Void
private System.Void GetWatercraftLane(Unity.Entities.Entity entity, System.Boolean navigationEnd, Unity.Entities.Entity& lane, System.Single& curvePos, Game.Vehicles.WatercraftLaneFlags& flags);