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Game.Simulation.WatercraftNavigationHelpers+CurrentLaneCache

Assembly: Game
Namespace: Game.Simulation

Type: struct sealed public

Base: System.ValueType

Code

public sealed struct CurrentLaneCache
{
    private Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> m_SearchTree;
    private Unity.Entities.Entity m_WasCurrentLane;
    private Unity.Entities.Entity m_WasChangeLane;
    private Unity.Mathematics.float2 m_WasCurvePosition;

    public CurrentLaneCache(Game.Vehicles.WatercraftCurrentLane& currentLane, Unity.Entities.EntityStorageInfoLookup entityLookup, Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> searchTree);

    private Colossal.Mathematics.Bounds3 CalculateMaxBounds(Game.Objects.Transform transform, Game.Objects.Moving moving, Game.Vehicles.WatercraftNavigation navigation, Game.Prefabs.ObjectGeometryData objectGeometryData);
    private Colossal.Mathematics.Bounds3 CalculateMinBounds(Game.Objects.Transform transform, Game.Objects.Moving moving, Game.Vehicles.WatercraftNavigation navigation, Game.Prefabs.ObjectGeometryData objectGeometryData);
    public System.Void CheckChanges(Unity.Entities.Entity entity, Game.Vehicles.WatercraftCurrentLane& currentLane, Game.Net.LaneObjectCommandBuffer buffer, Unity.Entities.BufferLookup<Game.Net.LaneObject> laneObjects, Game.Objects.Transform transform, Game.Objects.Moving moving, Game.Vehicles.WatercraftNavigation navigation, Game.Prefabs.ObjectGeometryData objectGeometryData);
}

Fields

  • private Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> m_SearchTree
private Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> m_SearchTree;
  • private Unity.Entities.Entity m_WasCurrentLane
private Unity.Entities.Entity m_WasCurrentLane;
  • private Unity.Entities.Entity m_WasChangeLane
private Unity.Entities.Entity m_WasChangeLane;
  • private Unity.Mathematics.float2 m_WasCurvePosition
private Unity.Mathematics.float2 m_WasCurvePosition;

Constructors

  • public CurrentLaneCache(Game.Vehicles.WatercraftCurrentLane& currentLane, Unity.Entities.EntityStorageInfoLookup entityLookup, Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> searchTree)
public CurrentLaneCache(Game.Vehicles.WatercraftCurrentLane& currentLane, Unity.Entities.EntityStorageInfoLookup entityLookup, Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> searchTree);

Methods

  • private CalculateMaxBounds(Game.Objects.Transform transform, Game.Objects.Moving moving, Game.Vehicles.WatercraftNavigation navigation, Game.Prefabs.ObjectGeometryData objectGeometryData) : Colossal.Mathematics.Bounds3
private Colossal.Mathematics.Bounds3 CalculateMaxBounds(Game.Objects.Transform transform, Game.Objects.Moving moving, Game.Vehicles.WatercraftNavigation navigation, Game.Prefabs.ObjectGeometryData objectGeometryData);
  • private CalculateMinBounds(Game.Objects.Transform transform, Game.Objects.Moving moving, Game.Vehicles.WatercraftNavigation navigation, Game.Prefabs.ObjectGeometryData objectGeometryData) : Colossal.Mathematics.Bounds3
private Colossal.Mathematics.Bounds3 CalculateMinBounds(Game.Objects.Transform transform, Game.Objects.Moving moving, Game.Vehicles.WatercraftNavigation navigation, Game.Prefabs.ObjectGeometryData objectGeometryData);
  • public CheckChanges(Unity.Entities.Entity entity, Game.Vehicles.WatercraftCurrentLane& currentLane, Game.Net.LaneObjectCommandBuffer buffer, Unity.Entities.BufferLookup<Game.Net.LaneObject> laneObjects, Game.Objects.Transform transform, Game.Objects.Moving moving, Game.Vehicles.WatercraftNavigation navigation, Game.Prefabs.ObjectGeometryData objectGeometryData) : System.Void
public System.Void CheckChanges(Unity.Entities.Entity entity, Game.Vehicles.WatercraftCurrentLane& currentLane, Game.Net.LaneObjectCommandBuffer buffer, Unity.Entities.BufferLookup<Game.Net.LaneObject> laneObjects, Game.Objects.Transform transform, Game.Objects.Moving moving, Game.Vehicles.WatercraftNavigation navigation, Game.Prefabs.ObjectGeometryData objectGeometryData);