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Game.Simulation.WatercraftNavigationHelpers+FindLaneIterator

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>, Colossal.Collections.INativeQuadTreeIterator<Game.Areas.AreaSearchItem, Game.Common.QuadTreeBoundsXZ>, Colossal.Collections.IUnsafeQuadTreeIterator<Game.Areas.AreaSearchItem, Game.Common.QuadTreeBoundsXZ>

Code

public sealed struct FindLaneIterator : Colossal.Collections.INativeQuadTreeIterator<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ>, Colossal.Collections.IUnsafeQuadTreeIterator<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ>, Colossal.Collections.INativeQuadTreeIterator<Game.Areas.AreaSearchItem, Game.Common.QuadTreeBoundsXZ>, Colossal.Collections.IUnsafeQuadTreeIterator<Game.Areas.AreaSearchItem, Game.Common.QuadTreeBoundsXZ>
{
    public Colossal.Mathematics.Bounds3 m_Bounds;
    public Unity.Mathematics.float3 m_Position;
    public System.Single m_MinDistance;
    public Game.Vehicles.WatercraftCurrentLane m_Result;
    public Game.Net.RoadTypes m_CarType;
    public Unity.Entities.BufferLookup<Game.Net.SubLane> m_SubLanes;
    public Unity.Entities.BufferLookup<Game.Areas.Node> m_AreaNodes;
    public Unity.Entities.BufferLookup<Game.Areas.Triangle> m_AreaTriangles;
    public Unity.Entities.ComponentLookup<Game.Net.CarLane> m_CarLaneData;
    public Unity.Entities.ComponentLookup<Game.Net.ConnectionLane> m_ConnectionLaneData;
    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.CarLaneData> m_PrefabCarLaneData;

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

Fields

  • public Colossal.Mathematics.Bounds3 m_Bounds
public Colossal.Mathematics.Bounds3 m_Bounds;
  • public Unity.Mathematics.float3 m_Position
public Unity.Mathematics.float3 m_Position;
  • public System.Single m_MinDistance
public System.Single m_MinDistance;
  • public Game.Vehicles.WatercraftCurrentLane m_Result
public Game.Vehicles.WatercraftCurrentLane m_Result;
  • public Game.Net.RoadTypes m_CarType
public Game.Net.RoadTypes m_CarType;
  • public Unity.Entities.BufferLookup<Game.Net.SubLane> m_SubLanes
public Unity.Entities.BufferLookup<Game.Net.SubLane> m_SubLanes;
  • public Unity.Entities.BufferLookup<Game.Areas.Node> m_AreaNodes
public Unity.Entities.BufferLookup<Game.Areas.Node> m_AreaNodes;
  • public Unity.Entities.BufferLookup<Game.Areas.Triangle> m_AreaTriangles
public Unity.Entities.BufferLookup<Game.Areas.Triangle> m_AreaTriangles;
  • public Unity.Entities.ComponentLookup<Game.Net.CarLane> m_CarLaneData
public Unity.Entities.ComponentLookup<Game.Net.CarLane> m_CarLaneData;
  • public Unity.Entities.ComponentLookup<Game.Net.ConnectionLane> m_ConnectionLaneData
public Unity.Entities.ComponentLookup<Game.Net.ConnectionLane> m_ConnectionLaneData;
  • 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.CarLaneData> m_PrefabCarLaneData
public Unity.Entities.ComponentLookup<Game.Prefabs.CarLaneData> m_PrefabCarLaneData;

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);
  • public Iterate(Game.Common.QuadTreeBoundsXZ bounds, Game.Areas.AreaSearchItem item) : System.Void
public System.Void Iterate(Game.Common.QuadTreeBoundsXZ bounds, Game.Areas.AreaSearchItem item);