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);