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();