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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