Game.Routes.RaycastJobs+RaycastRoutesJob
Assembly: Game
Namespace: Game.Routes
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Jobs.IJobParallelForDefer
Attributes: BurstCompile
Code
public sealed struct RaycastRoutesJob : Unity.Jobs.IJobParallelForDefer
{
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
public Unity.Collections.NativeArray<Game.Routes.RaycastJobs+RouteItem> m_Routes;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.RouteData> m_PrefabRouteData;
public Unity.Entities.ComponentLookup<Game.Prefabs.TransportLineData> m_PrefabTransportLineData;
public Unity.Entities.ComponentLookup<Game.Routes.Waypoint> m_WaypointData;
public Unity.Entities.ComponentLookup<Game.Routes.Segment> m_SegmentData;
public Unity.Entities.ComponentLookup<Game.Routes.Position> m_PositionData;
public Unity.Entities.ComponentLookup<Game.Routes.HiddenRoute> m_HiddenRouteData;
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData;
public Unity.Entities.BufferLookup<Game.Routes.CurveElement> m_CurveElements;
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results;
public System.Void Execute(System.Int32 index);
}
Fields
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
public Unity.Collections.NativeArray<Game.Routes.RaycastJobs+RouteItem> m_Routes
public Unity.Collections.NativeArray<Game.Routes.RaycastJobs+RouteItem> m_Routes;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.RouteData> m_PrefabRouteData
public Unity.Entities.ComponentLookup<Game.Prefabs.RouteData> m_PrefabRouteData;
public Unity.Entities.ComponentLookup<Game.Prefabs.TransportLineData> m_PrefabTransportLineData
public Unity.Entities.ComponentLookup<Game.Prefabs.TransportLineData> m_PrefabTransportLineData;
public Unity.Entities.ComponentLookup<Game.Routes.Waypoint> m_WaypointData
public Unity.Entities.ComponentLookup<Game.Routes.Waypoint> m_WaypointData;
public Unity.Entities.ComponentLookup<Game.Routes.Segment> m_SegmentData
public Unity.Entities.ComponentLookup<Game.Routes.Segment> m_SegmentData;
public Unity.Entities.ComponentLookup<Game.Routes.Position> m_PositionData
public Unity.Entities.ComponentLookup<Game.Routes.Position> m_PositionData;
public Unity.Entities.ComponentLookup<Game.Routes.HiddenRoute> m_HiddenRouteData
public Unity.Entities.ComponentLookup<Game.Routes.HiddenRoute> m_HiddenRouteData;
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData;
public Unity.Entities.BufferLookup<Game.Routes.CurveElement> m_CurveElements
public Unity.Entities.BufferLookup<Game.Routes.CurveElement> m_CurveElements;
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results;
Methods
public Execute(System.Int32 index) : System.Void
public System.Void Execute(System.Int32 index);