Game.Simulation.ResidentAISystem+Boarding
Assembly: Game
Namespace: Game.Simulation
Type: struct sealed public
Base: System.ValueType
Code
public sealed struct Boarding
{
public Unity.Entities.Entity m_Passenger;
public Unity.Entities.Entity m_Leader;
public Unity.Entities.Entity m_Household;
public Unity.Entities.Entity m_Vehicle;
public Unity.Entities.Entity m_LeaderVehicle;
public Unity.Entities.Entity m_Waypoint;
public Game.Creatures.HumanCurrentLane m_CurrentLane;
public Game.Creatures.CreatureVehicleFlags m_Flags;
public Unity.Mathematics.float3 m_Position;
public Unity.Mathematics.quaternion m_Rotation;
public System.Int32 m_TicketPrice;
public Game.Simulation.ResidentAISystem+BoardingType m_Type;
public static Game.Simulation.ResidentAISystem+Boarding CancelEnterVehicle(Unity.Entities.Entity passenger, Unity.Entities.Entity vehicle);
public static Game.Simulation.ResidentAISystem+Boarding ExitVehicle(Unity.Entities.Entity passenger, Unity.Entities.Entity household, Unity.Entities.Entity vehicle, Game.Creatures.HumanCurrentLane newCurrentLane, Unity.Mathematics.float3 position, Unity.Mathematics.quaternion rotation, System.Int32 ticketPrice);
public static Game.Simulation.ResidentAISystem+Boarding FinishEnterVehicle(Unity.Entities.Entity passenger, Unity.Entities.Entity household, Unity.Entities.Entity vehicle, Unity.Entities.Entity controllerVehicle, Game.Creatures.HumanCurrentLane oldCurrentLane, System.Int32 ticketPrice);
public static Game.Simulation.ResidentAISystem+Boarding FinishExitVehicle(Unity.Entities.Entity passenger, Unity.Entities.Entity vehicle);
public static Game.Simulation.ResidentAISystem+Boarding RequireStop(Unity.Entities.Entity passenger, Unity.Entities.Entity vehicle, Unity.Mathematics.float3 position);
public static Game.Simulation.ResidentAISystem+Boarding TryEnterVehicle(Unity.Entities.Entity passenger, Unity.Entities.Entity leader, Unity.Entities.Entity vehicle, Unity.Entities.Entity leaderVehicle, Unity.Entities.Entity waypoint, Unity.Mathematics.float3 position, Game.Creatures.CreatureVehicleFlags flags);
public static Game.Simulation.ResidentAISystem+Boarding WaitTimeEstimate(Unity.Entities.Entity waypoint, System.Int32 seconds);
public static Game.Simulation.ResidentAISystem+Boarding WaitTimeExceeded(Unity.Entities.Entity passenger, Unity.Entities.Entity waypoint);
}
Fields
public Unity.Entities.Entity m_Passenger
public Unity.Entities.Entity m_Passenger;
public Unity.Entities.Entity m_Leader
public Unity.Entities.Entity m_Leader;
public Unity.Entities.Entity m_Household
public Unity.Entities.Entity m_Household;
public Unity.Entities.Entity m_Vehicle
public Unity.Entities.Entity m_Vehicle;
public Unity.Entities.Entity m_LeaderVehicle
public Unity.Entities.Entity m_LeaderVehicle;
public Unity.Entities.Entity m_Waypoint
public Unity.Entities.Entity m_Waypoint;
public Game.Creatures.HumanCurrentLane m_CurrentLane
public Game.Creatures.HumanCurrentLane m_CurrentLane;
public Game.Creatures.CreatureVehicleFlags m_Flags
public Game.Creatures.CreatureVehicleFlags m_Flags;
public Unity.Mathematics.float3 m_Position
public Unity.Mathematics.float3 m_Position;
public Unity.Mathematics.quaternion m_Rotation
public Unity.Mathematics.quaternion m_Rotation;
public System.Int32 m_TicketPrice
public System.Int32 m_TicketPrice;
public Game.Simulation.ResidentAISystem+BoardingType m_Type
public Game.Simulation.ResidentAISystem+BoardingType m_Type;
Methods
public static CancelEnterVehicle(Unity.Entities.Entity passenger, Unity.Entities.Entity vehicle) : Game.Simulation.ResidentAISystem+Boarding
public static Game.Simulation.ResidentAISystem+Boarding CancelEnterVehicle(Unity.Entities.Entity passenger, Unity.Entities.Entity vehicle);
public static ExitVehicle(Unity.Entities.Entity passenger, Unity.Entities.Entity household, Unity.Entities.Entity vehicle, Game.Creatures.HumanCurrentLane newCurrentLane, Unity.Mathematics.float3 position, Unity.Mathematics.quaternion rotation, System.Int32 ticketPrice) : Game.Simulation.ResidentAISystem+Boarding
public static Game.Simulation.ResidentAISystem+Boarding ExitVehicle(Unity.Entities.Entity passenger, Unity.Entities.Entity household, Unity.Entities.Entity vehicle, Game.Creatures.HumanCurrentLane newCurrentLane, Unity.Mathematics.float3 position, Unity.Mathematics.quaternion rotation, System.Int32 ticketPrice);
public static FinishEnterVehicle(Unity.Entities.Entity passenger, Unity.Entities.Entity household, Unity.Entities.Entity vehicle, Unity.Entities.Entity controllerVehicle, Game.Creatures.HumanCurrentLane oldCurrentLane, System.Int32 ticketPrice) : Game.Simulation.ResidentAISystem+Boarding
public static Game.Simulation.ResidentAISystem+Boarding FinishEnterVehicle(Unity.Entities.Entity passenger, Unity.Entities.Entity household, Unity.Entities.Entity vehicle, Unity.Entities.Entity controllerVehicle, Game.Creatures.HumanCurrentLane oldCurrentLane, System.Int32 ticketPrice);
public static FinishExitVehicle(Unity.Entities.Entity passenger, Unity.Entities.Entity vehicle) : Game.Simulation.ResidentAISystem+Boarding
public static Game.Simulation.ResidentAISystem+Boarding FinishExitVehicle(Unity.Entities.Entity passenger, Unity.Entities.Entity vehicle);
public static RequireStop(Unity.Entities.Entity passenger, Unity.Entities.Entity vehicle, Unity.Mathematics.float3 position) : Game.Simulation.ResidentAISystem+Boarding
public static Game.Simulation.ResidentAISystem+Boarding RequireStop(Unity.Entities.Entity passenger, Unity.Entities.Entity vehicle, Unity.Mathematics.float3 position);
public static TryEnterVehicle(Unity.Entities.Entity passenger, Unity.Entities.Entity leader, Unity.Entities.Entity vehicle, Unity.Entities.Entity leaderVehicle, Unity.Entities.Entity waypoint, Unity.Mathematics.float3 position, Game.Creatures.CreatureVehicleFlags flags) : Game.Simulation.ResidentAISystem+Boarding
public static Game.Simulation.ResidentAISystem+Boarding TryEnterVehicle(Unity.Entities.Entity passenger, Unity.Entities.Entity leader, Unity.Entities.Entity vehicle, Unity.Entities.Entity leaderVehicle, Unity.Entities.Entity waypoint, Unity.Mathematics.float3 position, Game.Creatures.CreatureVehicleFlags flags);
public static WaitTimeEstimate(Unity.Entities.Entity waypoint, System.Int32 seconds) : Game.Simulation.ResidentAISystem+Boarding
public static Game.Simulation.ResidentAISystem+Boarding WaitTimeEstimate(Unity.Entities.Entity waypoint, System.Int32 seconds);
public static WaitTimeExceeded(Unity.Entities.Entity passenger, Unity.Entities.Entity waypoint) : Game.Simulation.ResidentAISystem+Boarding
public static Game.Simulation.ResidentAISystem+Boarding WaitTimeExceeded(Unity.Entities.Entity passenger, Unity.Entities.Entity waypoint);