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Game.Simulation.CarNavigationHelpers+FindBlockedLanesIterator

Assembly: Game
Namespace: Game.Simulation

Type: struct sealed public

Base: System.ValueType
Implements: Colossal.Collections.INativeQuadTreeIterator<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ>, Colossal.Collections.IUnsafeQuadTreeIterator<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ>

Code

public sealed struct FindBlockedLanesIterator : Colossal.Collections.INativeQuadTreeIterator<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ>, Colossal.Collections.IUnsafeQuadTreeIterator<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ>
{
    public Colossal.Mathematics.Bounds3 m_Bounds;
    public Colossal.Mathematics.Line3+Segment m_Line;
    public System.Single m_Radius;
    public Unity.Collections.NativeList<Game.Objects.BlockedLane> m_BlockedLanes;
    public Unity.Entities.BufferLookup<Game.Net.SubLane> m_SubLanes;
    public Unity.Entities.ComponentLookup<Game.Net.MasterLane> m_MasterLaneData;
    public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.NetLaneData> m_PrefabLaneData;

    public System.Boolean Intersect(Game.Common.QuadTreeBoundsXZ bounds);
    public System.Void Iterate(Game.Common.QuadTreeBoundsXZ bounds, Unity.Entities.Entity edgeEntity);
}

Fields

  • public Colossal.Mathematics.Bounds3 m_Bounds
public Colossal.Mathematics.Bounds3 m_Bounds;
  • public Colossal.Mathematics.Line3+Segment m_Line
public Colossal.Mathematics.Line3+Segment m_Line;
  • public System.Single m_Radius
public System.Single m_Radius;
  • public Unity.Collections.NativeList<Game.Objects.BlockedLane> m_BlockedLanes
public Unity.Collections.NativeList<Game.Objects.BlockedLane> m_BlockedLanes;
  • public Unity.Entities.BufferLookup<Game.Net.SubLane> m_SubLanes
public Unity.Entities.BufferLookup<Game.Net.SubLane> m_SubLanes;
  • public Unity.Entities.ComponentLookup<Game.Net.MasterLane> m_MasterLaneData
public Unity.Entities.ComponentLookup<Game.Net.MasterLane> m_MasterLaneData;
  • public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData
public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.NetLaneData> m_PrefabLaneData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetLaneData> m_PrefabLaneData;

Methods

  • public Intersect(Game.Common.QuadTreeBoundsXZ bounds) : System.Boolean
public System.Boolean Intersect(Game.Common.QuadTreeBoundsXZ bounds);
  • public Iterate(Game.Common.QuadTreeBoundsXZ bounds, Unity.Entities.Entity edgeEntity) : System.Void
public System.Void Iterate(Game.Common.QuadTreeBoundsXZ bounds, Unity.Entities.Entity edgeEntity);