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);