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);