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Game.Simulation.TransportBoardingHelpers+BoardingData+Concurrent

Assembly: Game
Namespace: Game.Simulation

Type: struct sealed public

Base: System.ValueType

Code

public sealed struct Concurrent
{
    private Unity.Collections.NativeQueue<Game.Simulation.TransportBoardingHelpers+BoardingItem> m_BoardingQueue;

    public Concurrent(Game.Simulation.TransportBoardingHelpers+BoardingData data);

    public System.Void BeginBoarding(Unity.Entities.Entity vehicle, Unity.Entities.Entity route, Unity.Entities.Entity stop, Unity.Entities.Entity waypoint, Unity.Entities.Entity currentStation, Unity.Entities.Entity nextStation, System.Boolean refuel);
    public System.Void BeginTesting(Unity.Entities.Entity vehicle, Unity.Entities.Entity route, Unity.Entities.Entity stop, Unity.Entities.Entity waypoint);
    public System.Void EndBoarding(Unity.Entities.Entity vehicle, Unity.Entities.Entity route, Unity.Entities.Entity stop, Unity.Entities.Entity waypoint, Unity.Entities.Entity currentStation, Unity.Entities.Entity nextStation);
    public System.Void EndTesting(Unity.Entities.Entity vehicle, Unity.Entities.Entity route, Unity.Entities.Entity stop, Unity.Entities.Entity waypoint);
}

Fields

  • private Unity.Collections.NativeQueue<Game.Simulation.TransportBoardingHelpers+BoardingItem> m_BoardingQueue
private Unity.Collections.NativeQueue<Game.Simulation.TransportBoardingHelpers+BoardingItem> m_BoardingQueue;

Constructors

  • public Concurrent(Game.Simulation.TransportBoardingHelpers+BoardingData data)
public Concurrent(Game.Simulation.TransportBoardingHelpers+BoardingData data);

Methods

  • public BeginBoarding(Unity.Entities.Entity vehicle, Unity.Entities.Entity route, Unity.Entities.Entity stop, Unity.Entities.Entity waypoint, Unity.Entities.Entity currentStation, Unity.Entities.Entity nextStation, System.Boolean refuel) : System.Void
public System.Void BeginBoarding(Unity.Entities.Entity vehicle, Unity.Entities.Entity route, Unity.Entities.Entity stop, Unity.Entities.Entity waypoint, Unity.Entities.Entity currentStation, Unity.Entities.Entity nextStation, System.Boolean refuel);
  • public BeginTesting(Unity.Entities.Entity vehicle, Unity.Entities.Entity route, Unity.Entities.Entity stop, Unity.Entities.Entity waypoint) : System.Void
public System.Void BeginTesting(Unity.Entities.Entity vehicle, Unity.Entities.Entity route, Unity.Entities.Entity stop, Unity.Entities.Entity waypoint);
  • public EndBoarding(Unity.Entities.Entity vehicle, Unity.Entities.Entity route, Unity.Entities.Entity stop, Unity.Entities.Entity waypoint, Unity.Entities.Entity currentStation, Unity.Entities.Entity nextStation) : System.Void
public System.Void EndBoarding(Unity.Entities.Entity vehicle, Unity.Entities.Entity route, Unity.Entities.Entity stop, Unity.Entities.Entity waypoint, Unity.Entities.Entity currentStation, Unity.Entities.Entity nextStation);
  • public EndTesting(Unity.Entities.Entity vehicle, Unity.Entities.Entity route, Unity.Entities.Entity stop, Unity.Entities.Entity waypoint) : System.Void
public System.Void EndTesting(Unity.Entities.Entity vehicle, Unity.Entities.Entity route, Unity.Entities.Entity stop, Unity.Entities.Entity waypoint);