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Game.Pathfind.PathfindJobs+ProcessResultsJob

Assembly: Game
Namespace: Game.Pathfind

Type: struct sealed public

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

Attributes: BurstCompile

Code

public sealed struct ProcessResultsJob : Unity.Jobs.IJobParallelFor
{
    public Unity.Collections.NativeList<Game.Pathfind.PathfindJobs+ResultItem> m_ResultItems;
    public Unity.Entities.ComponentLookup<Game.Pathfind.PathOwner> m_PathOwner;
    public Unity.Entities.ComponentLookup<Game.Pathfind.PathInformation> m_PathInformation;
    public Unity.Entities.BufferLookup<Game.Pathfind.PathElement> m_PathElements;
    public Unity.Entities.BufferLookup<Game.Pathfind.PathInformations> m_PathInformations;

    public System.Void Execute(System.Int32 index);
}

Fields

  • public Unity.Collections.NativeList<Game.Pathfind.PathfindJobs+ResultItem> m_ResultItems
public Unity.Collections.NativeList<Game.Pathfind.PathfindJobs+ResultItem> m_ResultItems;
  • public Unity.Entities.ComponentLookup<Game.Pathfind.PathOwner> m_PathOwner
public Unity.Entities.ComponentLookup<Game.Pathfind.PathOwner> m_PathOwner;
  • public Unity.Entities.ComponentLookup<Game.Pathfind.PathInformation> m_PathInformation
public Unity.Entities.ComponentLookup<Game.Pathfind.PathInformation> m_PathInformation;
  • public Unity.Entities.BufferLookup<Game.Pathfind.PathElement> m_PathElements
public Unity.Entities.BufferLookup<Game.Pathfind.PathElement> m_PathElements;
  • public Unity.Entities.BufferLookup<Game.Pathfind.PathInformations> m_PathInformations
public Unity.Entities.BufferLookup<Game.Pathfind.PathInformations> m_PathInformations;

Methods

  • public Execute(System.Int32 index) : System.Void
public System.Void Execute(System.Int32 index);