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Game.Simulation.CellMapSystem`1

Assembly: Game
Namespace: Game.Simulation

Type: class abstract public

Base: Game.GameSystemBase

Code

public abstract class CellMapSystem<T> : Game.GameSystemBase
{
    protected Unity.Jobs.JobHandle m_ReadDependencies;
    protected Unity.Jobs.JobHandle m_WriteDependencies;
    protected Unity.Collections.NativeArray<T> m_Map;
    protected Unity.Mathematics.int2 m_TextureSize;
    public static readonly System.Int32 kMapSize;

    protected CellMapSystem`1();

    public System.Void AddReader(Unity.Jobs.JobHandle jobHandle);
    public System.Void AddWriter(Unity.Jobs.JobHandle jobHandle);
    protected System.Void CreateTextures(System.Int32 textureSize);
    public virtual Unity.Jobs.JobHandle Deserialize<TReader>(Colossal.Serialization.Entities.EntityReaderData readerData, Unity.Jobs.JobHandle inputDeps);
    public static Unity.Mathematics.int2 GetCell(Unity.Mathematics.float3 position, System.Int32 mapSize, System.Int32 textureSize);
    public static Colossal.Mathematics.Bounds3 GetCellBounds(System.Int32 index, System.Int32 textureSize);
    public static Unity.Mathematics.float3 GetCellCenter(System.Int32 index, System.Int32 textureSize);
    public static Unity.Mathematics.float3 GetCellCenter(Unity.Mathematics.int2 cell, System.Int32 textureSize);
    public static Unity.Mathematics.float2 GetCellCoords(Unity.Mathematics.float3 position, System.Int32 mapSize, System.Int32 textureSize);
    public Game.Simulation.CellMapData<T> GetData(System.Boolean readOnly, Unity.Jobs.JobHandle& dependencies);
    public Unity.Collections.NativeArray<T> GetMap(System.Boolean readOnly, Unity.Jobs.JobHandle& dependencies);
    protected virtual System.Void OnDestroy();
    public Unity.Jobs.JobHandle Serialize<TWriter>(Colossal.Serialization.Entities.EntityWriterData writerData, Unity.Jobs.JobHandle inputDeps);
    public virtual Unity.Jobs.JobHandle SetDefaults(Colossal.Serialization.Entities.Context context);
}

Fields

  • protected Unity.Jobs.JobHandle m_ReadDependencies
protected Unity.Jobs.JobHandle m_ReadDependencies;
  • protected Unity.Jobs.JobHandle m_WriteDependencies
protected Unity.Jobs.JobHandle m_WriteDependencies;
  • protected Unity.Collections.NativeArray<T> m_Map
protected Unity.Collections.NativeArray<T> m_Map;
  • protected Unity.Mathematics.int2 m_TextureSize
protected Unity.Mathematics.int2 m_TextureSize;
  • public static readonly System.Int32 kMapSize
public static readonly System.Int32 kMapSize;

Constructors

  • protected CellMapSystem1()`
protected CellMapSystem`1();

Methods

  • public AddReader(Unity.Jobs.JobHandle jobHandle) : System.Void
public System.Void AddReader(Unity.Jobs.JobHandle jobHandle);
  • public AddWriter(Unity.Jobs.JobHandle jobHandle) : System.Void
public System.Void AddWriter(Unity.Jobs.JobHandle jobHandle);
  • protected CreateTextures(System.Int32 textureSize) : System.Void
protected System.Void CreateTextures(System.Int32 textureSize);
  • public virtual Deserialize<TReader>(Colossal.Serialization.Entities.EntityReaderData readerData, Unity.Jobs.JobHandle inputDeps) : Unity.Jobs.JobHandle
public virtual Unity.Jobs.JobHandle Deserialize<TReader>(Colossal.Serialization.Entities.EntityReaderData readerData, Unity.Jobs.JobHandle inputDeps);
  • public static GetCell(Unity.Mathematics.float3 position, System.Int32 mapSize, System.Int32 textureSize) : Unity.Mathematics.int2
public static Unity.Mathematics.int2 GetCell(Unity.Mathematics.float3 position, System.Int32 mapSize, System.Int32 textureSize);
  • public static GetCellBounds(System.Int32 index, System.Int32 textureSize) : Colossal.Mathematics.Bounds3
public static Colossal.Mathematics.Bounds3 GetCellBounds(System.Int32 index, System.Int32 textureSize);
  • public static GetCellCenter(System.Int32 index, System.Int32 textureSize) : Unity.Mathematics.float3
public static Unity.Mathematics.float3 GetCellCenter(System.Int32 index, System.Int32 textureSize);
  • public static GetCellCenter(Unity.Mathematics.int2 cell, System.Int32 textureSize) : Unity.Mathematics.float3
public static Unity.Mathematics.float3 GetCellCenter(Unity.Mathematics.int2 cell, System.Int32 textureSize);
  • public static GetCellCoords(Unity.Mathematics.float3 position, System.Int32 mapSize, System.Int32 textureSize) : Unity.Mathematics.float2
public static Unity.Mathematics.float2 GetCellCoords(Unity.Mathematics.float3 position, System.Int32 mapSize, System.Int32 textureSize);
  • public GetData(System.Boolean readOnly, Unity.Jobs.JobHandle& dependencies) : Game.Simulation.CellMapData<T>
public Game.Simulation.CellMapData<T> GetData(System.Boolean readOnly, Unity.Jobs.JobHandle& dependencies);
  • public GetMap(System.Boolean readOnly, Unity.Jobs.JobHandle& dependencies) : Unity.Collections.NativeArray<T>
public Unity.Collections.NativeArray<T> GetMap(System.Boolean readOnly, Unity.Jobs.JobHandle& dependencies);
  • protected virtual OnDestroy() : System.Void
protected virtual System.Void OnDestroy();
  • public Serialize<TWriter>(Colossal.Serialization.Entities.EntityWriterData writerData, Unity.Jobs.JobHandle inputDeps) : Unity.Jobs.JobHandle
public Unity.Jobs.JobHandle Serialize<TWriter>(Colossal.Serialization.Entities.EntityWriterData writerData, Unity.Jobs.JobHandle inputDeps);
  • public virtual SetDefaults(Colossal.Serialization.Entities.Context context) : Unity.Jobs.JobHandle
public virtual Unity.Jobs.JobHandle SetDefaults(Colossal.Serialization.Entities.Context context);

Nested types

  • Game.Simulation.CellMapSystem<T, TWriter>
  • Game.Simulation.CellMapSystem<T, TReader>
  • Game.Simulation.CellMapSystem<T>