Game.Simulation.TransportBoardingHelpers+BoardingData
Assembly: Game
Namespace: Game.Simulation
Type: struct sealed public
Base: System.ValueType
Code
public sealed struct BoardingData
{
private Unity.Collections.NativeQueue<Game.Simulation.TransportBoardingHelpers+BoardingItem> m_BoardingQueue;
public BoardingData(Unity.Collections.Allocator allocator);
public System.Void Dispose();
public System.Void Dispose(Unity.Jobs.JobHandle inputDeps);
public Unity.Jobs.JobHandle ScheduleBoarding(Unity.Entities.SystemBase system, Game.Simulation.CityStatisticsSystem statsSystem, Game.Achievements.AchievementTriggerSystem achievementTriggerSystem, Game.Simulation.TransportBoardingHelpers+BoardingLookupData lookupData, System.UInt32 simulationFrameIndex, Unity.Jobs.JobHandle inputDeps);
public Game.Simulation.TransportBoardingHelpers+BoardingData+Concurrent ToConcurrent();
}
Fields
private Unity.Collections.NativeQueue<Game.Simulation.TransportBoardingHelpers+BoardingItem> m_BoardingQueue
private Unity.Collections.NativeQueue<Game.Simulation.TransportBoardingHelpers+BoardingItem> m_BoardingQueue;
Constructors
public BoardingData(Unity.Collections.Allocator allocator)
public BoardingData(Unity.Collections.Allocator allocator);
Methods
public Dispose() : System.Void
public System.Void Dispose();
public Dispose(Unity.Jobs.JobHandle inputDeps) : System.Void
public System.Void Dispose(Unity.Jobs.JobHandle inputDeps);
public ScheduleBoarding(Unity.Entities.SystemBase system, Game.Simulation.CityStatisticsSystem statsSystem, Game.Achievements.AchievementTriggerSystem achievementTriggerSystem, Game.Simulation.TransportBoardingHelpers+BoardingLookupData lookupData, System.UInt32 simulationFrameIndex, Unity.Jobs.JobHandle inputDeps) : Unity.Jobs.JobHandle
public Unity.Jobs.JobHandle ScheduleBoarding(Unity.Entities.SystemBase system, Game.Simulation.CityStatisticsSystem statsSystem, Game.Achievements.AchievementTriggerSystem achievementTriggerSystem, Game.Simulation.TransportBoardingHelpers+BoardingLookupData lookupData, System.UInt32 simulationFrameIndex, Unity.Jobs.JobHandle inputDeps);
public ToConcurrent() : Game.Simulation.TransportBoardingHelpers+BoardingData+Concurrent
public Game.Simulation.TransportBoardingHelpers+BoardingData+Concurrent ToConcurrent();
Nested types
Game.Simulation.TransportBoardingHelpers+BoardingData+Concurrent