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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