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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);