Game.Simulation.ZoneSpawnSystem+SpawnBuildingJob
Assembly: Game
Namespace: Game.Simulation
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Jobs.IJobParallelFor
Attributes: BurstCompile
Code
public sealed struct SpawnBuildingJob : Unity.Jobs.IJobParallelFor
{
public Unity.Entities.ComponentLookup<Game.Zones.Block> m_BlockData;
public Unity.Entities.ComponentLookup<Game.Zones.ValidArea> m_ValidAreaData;
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_PrefabBuildingData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PlaceableObjectData> m_PrefabPlaceableObjectData;
public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableObjectData> m_PrefabSpawnableObjectData;
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectGeometryData;
public Unity.Entities.ComponentLookup<Game.Prefabs.AreaGeometryData> m_PrefabAreaGeometryData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetGeometryData> m_PrefabNetGeometryData;
public Unity.Entities.BufferLookup<Game.Zones.Cell> m_Cells;
public Unity.Entities.BufferLookup<Game.Prefabs.SubArea> m_PrefabSubAreas;
public Unity.Entities.BufferLookup<Game.Prefabs.SubAreaNode> m_PrefabSubAreaNodes;
public Unity.Entities.BufferLookup<Game.Prefabs.SubNet> m_PrefabSubNets;
public Unity.Entities.BufferLookup<Game.Prefabs.PlaceholderObjectElement> m_PrefabPlaceholderElements;
public Unity.Entities.EntityArchetype m_DefinitionArchetype;
public Game.Common.RandomSeed m_RandomSeed;
public System.Boolean m_LefthandTraffic;
public Game.Simulation.TerrainHeightData m_TerrainHeightData;
public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Colossal.Mathematics.Bounds2> m_ZoneSearchTree;
public Game.Prefabs.BuildingConfigurationData m_BuildingConfigurationData;
public Unity.Collections.NativeQueue<Game.Simulation.ZoneSpawnSystem+SpawnLocation> m_Residential;
public Unity.Collections.NativeQueue<Game.Simulation.ZoneSpawnSystem+SpawnLocation> m_Commercial;
public Unity.Collections.NativeQueue<Game.Simulation.ZoneSpawnSystem+SpawnLocation> m_Industrial;
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;
private System.Void CreateSubNet(System.Int32 jobIndex, Unity.Entities.Entity netPrefab, Colossal.Mathematics.Bezier4x3 curve, Unity.Mathematics.int2 nodeIndex, Unity.Mathematics.int2 parentMesh, Game.Prefabs.CompositionFlags upgrades, Unity.Collections.NativeList<Unity.Mathematics.float4> nodePositions, Game.Tools.OwnerDefinition ownerDefinition, Unity.Mathematics.Random& random);
public System.Void Execute(System.Int32 index);
private System.Single GetMaxHeight(Game.Objects.Transform transform, Game.Prefabs.BuildingData prefabBuildingData);
private System.Boolean SelectLocation(Unity.Collections.NativeQueue<Game.Simulation.ZoneSpawnSystem+SpawnLocation> queue, Game.Simulation.ZoneSpawnSystem+SpawnLocation& location);
private System.Void Spawn(System.Int32 jobIndex, Game.Simulation.ZoneSpawnSystem+SpawnLocation location, Unity.Mathematics.Random& random);
private System.Void Spawn(System.Int32 jobIndex, Game.Tools.OwnerDefinition ownerDefinition, Unity.Entities.DynamicBuffer<Game.Prefabs.SubArea> subAreas, Unity.Entities.DynamicBuffer<Game.Prefabs.SubAreaNode> subAreaNodes, Game.Prefabs.BuildingData prefabBuildingData, Unity.Mathematics.Random& random);
private System.Void Spawn(System.Int32 jobIndex, Game.Tools.OwnerDefinition ownerDefinition, Unity.Entities.DynamicBuffer<Game.Prefabs.SubNet> subNets, Unity.Mathematics.Random& random);
}
Fields
public Unity.Entities.ComponentLookup<Game.Zones.Block> m_BlockData
public Unity.Entities.ComponentLookup<Game.Zones.Block> m_BlockData;
public Unity.Entities.ComponentLookup<Game.Zones.ValidArea> m_ValidAreaData
public Unity.Entities.ComponentLookup<Game.Zones.ValidArea> m_ValidAreaData;
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_PrefabBuildingData
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_PrefabBuildingData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PlaceableObjectData> m_PrefabPlaceableObjectData
public Unity.Entities.ComponentLookup<Game.Prefabs.PlaceableObjectData> m_PrefabPlaceableObjectData;
public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableObjectData> m_PrefabSpawnableObjectData
public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableObjectData> m_PrefabSpawnableObjectData;
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectGeometryData
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectGeometryData;
public Unity.Entities.ComponentLookup<Game.Prefabs.AreaGeometryData> m_PrefabAreaGeometryData
public Unity.Entities.ComponentLookup<Game.Prefabs.AreaGeometryData> m_PrefabAreaGeometryData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetGeometryData> m_PrefabNetGeometryData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetGeometryData> m_PrefabNetGeometryData;
public Unity.Entities.BufferLookup<Game.Zones.Cell> m_Cells
public Unity.Entities.BufferLookup<Game.Zones.Cell> m_Cells;
public Unity.Entities.BufferLookup<Game.Prefabs.SubArea> m_PrefabSubAreas
public Unity.Entities.BufferLookup<Game.Prefabs.SubArea> m_PrefabSubAreas;
public Unity.Entities.BufferLookup<Game.Prefabs.SubAreaNode> m_PrefabSubAreaNodes
public Unity.Entities.BufferLookup<Game.Prefabs.SubAreaNode> m_PrefabSubAreaNodes;
public Unity.Entities.BufferLookup<Game.Prefabs.SubNet> m_PrefabSubNets
public Unity.Entities.BufferLookup<Game.Prefabs.SubNet> m_PrefabSubNets;
public Unity.Entities.BufferLookup<Game.Prefabs.PlaceholderObjectElement> m_PrefabPlaceholderElements
public Unity.Entities.BufferLookup<Game.Prefabs.PlaceholderObjectElement> m_PrefabPlaceholderElements;
public Unity.Entities.EntityArchetype m_DefinitionArchetype
public Unity.Entities.EntityArchetype m_DefinitionArchetype;
public Game.Common.RandomSeed m_RandomSeed
public Game.Common.RandomSeed m_RandomSeed;
public System.Boolean m_LefthandTraffic
public System.Boolean m_LefthandTraffic;
public Game.Simulation.TerrainHeightData m_TerrainHeightData
public Game.Simulation.TerrainHeightData m_TerrainHeightData;
public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Colossal.Mathematics.Bounds2> m_ZoneSearchTree
public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Colossal.Mathematics.Bounds2> m_ZoneSearchTree;
public Game.Prefabs.BuildingConfigurationData m_BuildingConfigurationData
public Game.Prefabs.BuildingConfigurationData m_BuildingConfigurationData;
public Unity.Collections.NativeQueue<Game.Simulation.ZoneSpawnSystem+SpawnLocation> m_Residential
public Unity.Collections.NativeQueue<Game.Simulation.ZoneSpawnSystem+SpawnLocation> m_Residential;
public Unity.Collections.NativeQueue<Game.Simulation.ZoneSpawnSystem+SpawnLocation> m_Commercial
public Unity.Collections.NativeQueue<Game.Simulation.ZoneSpawnSystem+SpawnLocation> m_Commercial;
public Unity.Collections.NativeQueue<Game.Simulation.ZoneSpawnSystem+SpawnLocation> m_Industrial
public Unity.Collections.NativeQueue<Game.Simulation.ZoneSpawnSystem+SpawnLocation> m_Industrial;
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;
Methods
private CreateSubNet(System.Int32 jobIndex, Unity.Entities.Entity netPrefab, Colossal.Mathematics.Bezier4x3 curve, Unity.Mathematics.int2 nodeIndex, Unity.Mathematics.int2 parentMesh, Game.Prefabs.CompositionFlags upgrades, Unity.Collections.NativeList<Unity.Mathematics.float4> nodePositions, Game.Tools.OwnerDefinition ownerDefinition, Unity.Mathematics.Random& random) : System.Void
private System.Void CreateSubNet(System.Int32 jobIndex, Unity.Entities.Entity netPrefab, Colossal.Mathematics.Bezier4x3 curve, Unity.Mathematics.int2 nodeIndex, Unity.Mathematics.int2 parentMesh, Game.Prefabs.CompositionFlags upgrades, Unity.Collections.NativeList<Unity.Mathematics.float4> nodePositions, Game.Tools.OwnerDefinition ownerDefinition, Unity.Mathematics.Random& random);
public Execute(System.Int32 index) : System.Void
public System.Void Execute(System.Int32 index);
private GetMaxHeight(Game.Objects.Transform transform, Game.Prefabs.BuildingData prefabBuildingData) : System.Single
private System.Single GetMaxHeight(Game.Objects.Transform transform, Game.Prefabs.BuildingData prefabBuildingData);
private SelectLocation(Unity.Collections.NativeQueue<Game.Simulation.ZoneSpawnSystem+SpawnLocation> queue, Game.Simulation.ZoneSpawnSystem+SpawnLocation& location) : System.Boolean
private System.Boolean SelectLocation(Unity.Collections.NativeQueue<Game.Simulation.ZoneSpawnSystem+SpawnLocation> queue, Game.Simulation.ZoneSpawnSystem+SpawnLocation& location);
private Spawn(System.Int32 jobIndex, Game.Simulation.ZoneSpawnSystem+SpawnLocation location, Unity.Mathematics.Random& random) : System.Void
private System.Void Spawn(System.Int32 jobIndex, Game.Simulation.ZoneSpawnSystem+SpawnLocation location, Unity.Mathematics.Random& random);
private Spawn(System.Int32 jobIndex, Game.Tools.OwnerDefinition ownerDefinition, Unity.Entities.DynamicBuffer<Game.Prefabs.SubArea> subAreas, Unity.Entities.DynamicBuffer<Game.Prefabs.SubAreaNode> subAreaNodes, Game.Prefabs.BuildingData prefabBuildingData, Unity.Mathematics.Random& random) : System.Void
private System.Void Spawn(System.Int32 jobIndex, Game.Tools.OwnerDefinition ownerDefinition, Unity.Entities.DynamicBuffer<Game.Prefabs.SubArea> subAreas, Unity.Entities.DynamicBuffer<Game.Prefabs.SubAreaNode> subAreaNodes, Game.Prefabs.BuildingData prefabBuildingData, Unity.Mathematics.Random& random);
private Spawn(System.Int32 jobIndex, Game.Tools.OwnerDefinition ownerDefinition, Unity.Entities.DynamicBuffer<Game.Prefabs.SubNet> subNets, Unity.Mathematics.Random& random) : System.Void
private System.Void Spawn(System.Int32 jobIndex, Game.Tools.OwnerDefinition ownerDefinition, Unity.Entities.DynamicBuffer<Game.Prefabs.SubNet> subNets, Unity.Mathematics.Random& random);
Nested types
Game.Simulation.ZoneSpawnSystem+SpawnBuildingJob+Iterator