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Game.Pathfind.PathfindQueueSystem+PathfindWorkerJob

Assembly: Game
Namespace: Game.Pathfind

Type: struct sealed public

Base: System.ValueType
Implements: Unity.Jobs.IJob

Attributes: BurstCompile

Code

public sealed struct PathfindWorkerJob : Unity.Jobs.IJob
{
    public Game.Common.RandomSeed m_RandomSeed;
    public Game.Pathfind.NativePathfindData m_PathfindData;
    public Game.Pathfind.PathfindHeuristicData m_PathfindHeuristicData;
    public System.Single m_MaxPassengerTransportSpeed;
    public System.Single m_MaxCargoTransportSpeed;
    public Unity.Collections.NativeArray<Game.Pathfind.PathfindQueueSystem+WorkerAction> m_Actions;
    public Unity.Collections.NativeReference<System.Int32> m_ActionIndex;
    public Unity.Collections.AllocatorHelper<Colossal.Collections.UnsafeLinearAllocator> m_Allocator;

    public System.Void Execute();
    private System.Void Execute(Game.Pathfind.PathfindActionData& actionData, System.Int32 index, Unity.Collections.Allocator allocator);
    private System.Void Execute(Game.Pathfind.CoverageActionData& actionData, Unity.Collections.Allocator allocator);
    private System.Void Execute(Game.Pathfind.AvailabilityActionData& actionData, Unity.Collections.Allocator allocator);
}

Fields

  • public Game.Common.RandomSeed m_RandomSeed
public Game.Common.RandomSeed m_RandomSeed;
  • public Game.Pathfind.NativePathfindData m_PathfindData
public Game.Pathfind.NativePathfindData m_PathfindData;
  • public Game.Pathfind.PathfindHeuristicData m_PathfindHeuristicData
public Game.Pathfind.PathfindHeuristicData m_PathfindHeuristicData;
  • public System.Single m_MaxPassengerTransportSpeed
public System.Single m_MaxPassengerTransportSpeed;
  • public System.Single m_MaxCargoTransportSpeed
public System.Single m_MaxCargoTransportSpeed;
  • public Unity.Collections.NativeArray<Game.Pathfind.PathfindQueueSystem+WorkerAction> m_Actions
public Unity.Collections.NativeArray<Game.Pathfind.PathfindQueueSystem+WorkerAction> m_Actions;
  • public Unity.Collections.NativeReference<System.Int32> m_ActionIndex
public Unity.Collections.NativeReference<System.Int32> m_ActionIndex;
  • public Unity.Collections.AllocatorHelper<Colossal.Collections.UnsafeLinearAllocator> m_Allocator
public Unity.Collections.AllocatorHelper<Colossal.Collections.UnsafeLinearAllocator> m_Allocator;

Methods

  • public Execute() : System.Void
public System.Void Execute();
  • private Execute(Game.Pathfind.PathfindActionData& actionData, System.Int32 index, Unity.Collections.Allocator allocator) : System.Void
private System.Void Execute(Game.Pathfind.PathfindActionData& actionData, System.Int32 index, Unity.Collections.Allocator allocator);
  • private Execute(Game.Pathfind.CoverageActionData& actionData, Unity.Collections.Allocator allocator) : System.Void
private System.Void Execute(Game.Pathfind.CoverageActionData& actionData, Unity.Collections.Allocator allocator);
  • private Execute(Game.Pathfind.AvailabilityActionData& actionData, Unity.Collections.Allocator allocator) : System.Void
private System.Void Execute(Game.Pathfind.AvailabilityActionData& actionData, Unity.Collections.Allocator allocator);