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 CellMapSystem
1()`
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>