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Game.Simulation.WaterPipeFlowJob+Data

Assembly: Game
Namespace: Game.Simulation

Type: struct sealed public

Base: System.ValueType
Implements: System.IDisposable

Code

public sealed struct Data : System.IDisposable
{
    public Unity.Collections.NativeReference<Game.Simulation.WaterPipeFlowJob+State> m_State;
    public Unity.Collections.NativeList<Game.Simulation.Flow.Node> m_Nodes;
    public Unity.Collections.NativeList<Game.Simulation.Flow.Edge> m_Edges;
    public Unity.Collections.NativeReference<Game.Simulation.Flow.MaxFlowSolverState> m_MaxFlowState;
    public Unity.Collections.NativeList<Game.Simulation.Flow.LayerState> m_LayerStates;
    public Unity.Collections.NativeList<Game.Simulation.Flow.CutElement> m_LayerElements;
    public Unity.Collections.NativeList<Game.Simulation.Flow.CutElementRef> m_LayerElementRefs;
    public Unity.Collections.NativeReference<Game.Simulation.Flow.FluidFlowSolverState> m_FluidFlowState;

    public Data(System.Int32 lastTotalSteps, Unity.Collections.Allocator allocator);

    public System.Void Dispose();
}

Fields

  • public Unity.Collections.NativeReference<Game.Simulation.WaterPipeFlowJob+State> m_State
public Unity.Collections.NativeReference<Game.Simulation.WaterPipeFlowJob+State> m_State;
  • public Unity.Collections.NativeList<Game.Simulation.Flow.Node> m_Nodes
public Unity.Collections.NativeList<Game.Simulation.Flow.Node> m_Nodes;
  • public Unity.Collections.NativeList<Game.Simulation.Flow.Edge> m_Edges
public Unity.Collections.NativeList<Game.Simulation.Flow.Edge> m_Edges;
  • public Unity.Collections.NativeReference<Game.Simulation.Flow.MaxFlowSolverState> m_MaxFlowState
public Unity.Collections.NativeReference<Game.Simulation.Flow.MaxFlowSolverState> m_MaxFlowState;
  • public Unity.Collections.NativeList<Game.Simulation.Flow.LayerState> m_LayerStates
public Unity.Collections.NativeList<Game.Simulation.Flow.LayerState> m_LayerStates;
  • public Unity.Collections.NativeList<Game.Simulation.Flow.CutElement> m_LayerElements
public Unity.Collections.NativeList<Game.Simulation.Flow.CutElement> m_LayerElements;
  • public Unity.Collections.NativeList<Game.Simulation.Flow.CutElementRef> m_LayerElementRefs
public Unity.Collections.NativeList<Game.Simulation.Flow.CutElementRef> m_LayerElementRefs;
  • public Unity.Collections.NativeReference<Game.Simulation.Flow.FluidFlowSolverState> m_FluidFlowState
public Unity.Collections.NativeReference<Game.Simulation.Flow.FluidFlowSolverState> m_FluidFlowState;

Constructors

  • public Data(System.Int32 lastTotalSteps, Unity.Collections.Allocator allocator)
public Data(System.Int32 lastTotalSteps, Unity.Collections.Allocator allocator);

Methods

  • public Dispose() : System.Void
public System.Void Dispose();