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 PathfindTargetSeeker
1(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);