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Game.Simulation.EventHelpers+FireHazardData

Assembly: Game
Namespace: Game.Simulation

Type: struct sealed public

Base: System.ValueType

Code

public sealed struct FireHazardData
{
    public Game.Buildings.LocalEffectSystem+ReadData m_LocalEffectData;
    public System.Single m_ForestFireHazardFactor;
    public Unity.Entities.ComponentLookup<Game.Prefabs.DestructibleObjectData> m_PrefabDestructibleObjectData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_PrefabSpawnableBuildingData;
    public Unity.Entities.BufferLookup<Game.Net.ServiceCoverage> m_ServiceCoverages;
    public Unity.Entities.BufferLookup<Game.Areas.DistrictModifier> m_DistrictModifiers;
    public Unity.Entities.ComponentLookup<Game.Prefabs.ZonePropertiesData> m_ZonePropertiesData;

    public FireHazardData(Unity.Entities.SystemBase system);

    public System.Boolean GetFireHazard(Game.Prefabs.PrefabRef prefabRef, Game.Buildings.Building building, Game.Areas.CurrentDistrict currentDistrict, Game.Objects.Damaged damaged, Game.Objects.UnderConstruction underConstruction, System.Single& fireHazard, System.Single& riskFactor);
    public System.Boolean GetFireHazard(Game.Prefabs.PrefabRef prefabRef, Game.Objects.Tree tree, Game.Objects.Transform transform, Game.Objects.Damaged damaged, System.Single& fireHazard, System.Single& riskFactor);
    private System.Single GetFireHazard(Game.Prefabs.PrefabRef prefabRef);
    private System.Single GetFireHazardFactor(Game.Objects.Damaged damaged);
    public System.Void Update(Unity.Entities.SystemBase system, Game.Buildings.LocalEffectSystem+ReadData localEffectData, Game.Prefabs.FireConfigurationPrefab fireConfigurationPrefab, System.Single temperature, System.Single noRainDays);
}

Fields

  • public Game.Buildings.LocalEffectSystem+ReadData m_LocalEffectData
public Game.Buildings.LocalEffectSystem+ReadData m_LocalEffectData;
  • public System.Single m_ForestFireHazardFactor
public System.Single m_ForestFireHazardFactor;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.DestructibleObjectData> m_PrefabDestructibleObjectData
public Unity.Entities.ComponentLookup<Game.Prefabs.DestructibleObjectData> m_PrefabDestructibleObjectData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_PrefabSpawnableBuildingData
public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_PrefabSpawnableBuildingData;
  • public Unity.Entities.BufferLookup<Game.Net.ServiceCoverage> m_ServiceCoverages
public Unity.Entities.BufferLookup<Game.Net.ServiceCoverage> m_ServiceCoverages;
  • public Unity.Entities.BufferLookup<Game.Areas.DistrictModifier> m_DistrictModifiers
public Unity.Entities.BufferLookup<Game.Areas.DistrictModifier> m_DistrictModifiers;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.ZonePropertiesData> m_ZonePropertiesData
public Unity.Entities.ComponentLookup<Game.Prefabs.ZonePropertiesData> m_ZonePropertiesData;

Constructors

  • public FireHazardData(Unity.Entities.SystemBase system)
public FireHazardData(Unity.Entities.SystemBase system);

Methods

  • public GetFireHazard(Game.Prefabs.PrefabRef prefabRef, Game.Buildings.Building building, Game.Areas.CurrentDistrict currentDistrict, Game.Objects.Damaged damaged, Game.Objects.UnderConstruction underConstruction, System.Single& fireHazard, System.Single& riskFactor) : System.Boolean
public System.Boolean GetFireHazard(Game.Prefabs.PrefabRef prefabRef, Game.Buildings.Building building, Game.Areas.CurrentDistrict currentDistrict, Game.Objects.Damaged damaged, Game.Objects.UnderConstruction underConstruction, System.Single& fireHazard, System.Single& riskFactor);
  • public GetFireHazard(Game.Prefabs.PrefabRef prefabRef, Game.Objects.Tree tree, Game.Objects.Transform transform, Game.Objects.Damaged damaged, System.Single& fireHazard, System.Single& riskFactor) : System.Boolean
public System.Boolean GetFireHazard(Game.Prefabs.PrefabRef prefabRef, Game.Objects.Tree tree, Game.Objects.Transform transform, Game.Objects.Damaged damaged, System.Single& fireHazard, System.Single& riskFactor);
  • private GetFireHazard(Game.Prefabs.PrefabRef prefabRef) : System.Single
private System.Single GetFireHazard(Game.Prefabs.PrefabRef prefabRef);
  • private GetFireHazardFactor(Game.Objects.Damaged damaged) : System.Single
private System.Single GetFireHazardFactor(Game.Objects.Damaged damaged);
  • public Update(Unity.Entities.SystemBase system, Game.Buildings.LocalEffectSystem+ReadData localEffectData, Game.Prefabs.FireConfigurationPrefab fireConfigurationPrefab, System.Single temperature, System.Single noRainDays) : System.Void
public System.Void Update(Unity.Entities.SystemBase system, Game.Buildings.LocalEffectSystem+ReadData localEffectData, Game.Prefabs.FireConfigurationPrefab fireConfigurationPrefab, System.Single temperature, System.Single noRainDays);