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Game.Routes.SearchSystem+UpdateSearchTreeJob

Assembly: Game
Namespace: Game.Routes

Type: struct sealed public

Base: System.ValueType
Implements: Unity.Entities.IJobChunk

Attributes: BurstCompile

Code

public sealed struct UpdateSearchTreeJob : Unity.Entities.IJobChunk
{
    public Unity.Entities.EntityTypeHandle m_EntityType;
    public Unity.Entities.ComponentTypeHandle<Game.Routes.Position> m_PositionType;
    public Unity.Entities.ComponentTypeHandle<Game.Common.Created> m_CreatedType;
    public Unity.Entities.ComponentTypeHandle<Game.Common.Deleted> m_DeletedType;
    public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
    public Unity.Entities.ComponentTypeHandle<Game.Pathfind.PathUpdated> m_PathUpdatedType;
    public Unity.Entities.BufferTypeHandle<Game.Routes.CurveElement> m_CurveElementType;
    public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.RouteData> m_PrefabRouteData;
    public Unity.Entities.ComponentLookup<Game.Common.Updated> m_UpdatedData;
    public Unity.Entities.ComponentLookup<Game.Common.Deleted> m_DeletedData;
    public Unity.Entities.ComponentLookup<Game.Routes.Segment> m_SegmentData;
    public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_TempData;
    public Unity.Entities.BufferLookup<Game.Routes.CurveElement> m_CurveElements;
    public System.Boolean m_Loaded;
    public Colossal.Collections.NativeQuadTree<Game.Routes.RouteSearchItem, Game.Common.QuadTreeBoundsXZ> m_SearchTree;
    public Unity.Collections.NativeParallelHashMap<Unity.Entities.Entity, System.Int32> m_ElementCount;

    public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
    private System.Void Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
    private System.Void UpdateSegment(Unity.Entities.Entity entity, Game.Prefabs.PrefabRef prefabRef, Unity.Entities.DynamicBuffer<Game.Routes.CurveElement> curveElements);
}

Fields

  • public Unity.Entities.EntityTypeHandle m_EntityType
public Unity.Entities.EntityTypeHandle m_EntityType;
  • public Unity.Entities.ComponentTypeHandle<Game.Routes.Position> m_PositionType
public Unity.Entities.ComponentTypeHandle<Game.Routes.Position> m_PositionType;
  • public Unity.Entities.ComponentTypeHandle<Game.Common.Created> m_CreatedType
public Unity.Entities.ComponentTypeHandle<Game.Common.Created> m_CreatedType;
  • public Unity.Entities.ComponentTypeHandle<Game.Common.Deleted> m_DeletedType
public Unity.Entities.ComponentTypeHandle<Game.Common.Deleted> m_DeletedType;
  • public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
  • public Unity.Entities.ComponentTypeHandle<Game.Pathfind.PathUpdated> m_PathUpdatedType
public Unity.Entities.ComponentTypeHandle<Game.Pathfind.PathUpdated> m_PathUpdatedType;
  • public Unity.Entities.BufferTypeHandle<Game.Routes.CurveElement> m_CurveElementType
public Unity.Entities.BufferTypeHandle<Game.Routes.CurveElement> m_CurveElementType;
  • 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.Common.Updated> m_UpdatedData
public Unity.Entities.ComponentLookup<Game.Common.Updated> m_UpdatedData;
  • public Unity.Entities.ComponentLookup<Game.Common.Deleted> m_DeletedData
public Unity.Entities.ComponentLookup<Game.Common.Deleted> m_DeletedData;
  • public Unity.Entities.ComponentLookup<Game.Routes.Segment> m_SegmentData
public Unity.Entities.ComponentLookup<Game.Routes.Segment> m_SegmentData;
  • public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_TempData
public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_TempData;
  • public Unity.Entities.BufferLookup<Game.Routes.CurveElement> m_CurveElements
public Unity.Entities.BufferLookup<Game.Routes.CurveElement> m_CurveElements;
  • public System.Boolean m_Loaded
public System.Boolean m_Loaded;
  • public Colossal.Collections.NativeQuadTree<Game.Routes.RouteSearchItem, Game.Common.QuadTreeBoundsXZ> m_SearchTree
public Colossal.Collections.NativeQuadTree<Game.Routes.RouteSearchItem, Game.Common.QuadTreeBoundsXZ> m_SearchTree;
  • public Unity.Collections.NativeParallelHashMap<Unity.Entities.Entity, System.Int32> m_ElementCount
public Unity.Collections.NativeParallelHashMap<Unity.Entities.Entity, System.Int32> m_ElementCount;

Methods

  • public Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) : System.Void
public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
  • private Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) : System.Void
private System.Void Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
  • private UpdateSegment(Unity.Entities.Entity entity, Game.Prefabs.PrefabRef prefabRef, Unity.Entities.DynamicBuffer<Game.Routes.CurveElement> curveElements) : System.Void
private System.Void UpdateSegment(Unity.Entities.Entity entity, Game.Prefabs.PrefabRef prefabRef, Unity.Entities.DynamicBuffer<Game.Routes.CurveElement> curveElements);