Game.Simulation.TelecomCoverageSystem+TelecomCoverageJob
Assembly: Game
Namespace: Game.Simulation
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Jobs.IJob
Attributes: BurstCompile
Code
public sealed struct TelecomCoverageJob : Unity.Jobs.IJob
{
public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_DensityChunks;
public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_FacilityChunks;
public Game.Simulation.TerrainHeightData m_TerrainHeightData;
public Unity.Entities.Entity m_City;
public System.Boolean m_Preview;
public Unity.Collections.NativeArray<Game.Simulation.TelecomCoverage> m_TelecomCoverage;
public Unity.Collections.NativeArray<Game.Simulation.TelecomStatus> m_TelecomStatus;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_TransformType;
public Unity.Entities.ComponentTypeHandle<Game.Buildings.PropertyRenter> m_PropertyRenterType;
public Unity.Entities.ComponentTypeHandle<Game.Buildings.TelecomFacility> m_TelecomFacilityType;
public Unity.Entities.BufferTypeHandle<Game.Buildings.Efficiency> m_BuildingEfficiencyType;
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
public Unity.Entities.ComponentTypeHandle<Game.Tools.Temp> m_TempType;
public Unity.Entities.BufferTypeHandle<Game.Buildings.InstalledUpgrade> m_InstalledUpgradeType;
public Unity.Entities.BufferTypeHandle<Game.Citizens.HouseholdCitizen> m_HouseholdCitizenType;
public Unity.Entities.BufferTypeHandle<Game.Companies.Employee> m_EmployeeType;
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData;
public Unity.Entities.ComponentLookup<Game.Buildings.TelecomFacility> m_TelecomFacilityData;
public Unity.Entities.BufferLookup<Game.Buildings.Efficiency> m_BuildingEfficiencyData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_ObjectGeometryData;
public Unity.Entities.ComponentLookup<Game.Prefabs.TelecomFacilityData> m_PrefabTelecomFacilityData;
public Unity.Entities.BufferLookup<Game.City.CityModifier> m_CityModifiers;
private System.Void AddDensity(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellDensityData> densityData, Unity.Entities.ArchetypeChunk chunk);
private System.Void AddDensity(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellDensityData> densityData, System.Int32 density, Unity.Mathematics.float3 position);
private System.Void AddNetworkCapacity(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellDensityData> densityData, Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData, Unity.Collections.NativeList<System.Single> signalStrengths, Unity.Entities.ArchetypeChunk chunk, System.Int32& arrayIndex, Game.Simulation.TelecomStatus& status, Unity.Entities.DynamicBuffer<Game.City.CityModifier> cityModifiers);
private System.Void AddNetworkCapacity(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData, Unity.Collections.NativeArray<System.Single> signalStrengthArray, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max, System.Single capacity);
private System.Void AddSignalStrengths(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData, Unity.Collections.NativeArray<System.Single> signalStrengthArray, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max);
private System.Void CalculateCellSignalStrength(Unity.Collections.NativeArray<System.Single> obstructSlopes, Unity.Collections.NativeArray<System.Single> signalStrengthArray, Unity.Mathematics.int2 cell, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max, System.Single range, Unity.Mathematics.float3 position);
private System.Single CalculateNetworkUsers(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellDensityData> densityData, Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData, Unity.Collections.NativeArray<System.Single> signalStrengthArray, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max);
private System.Void CalculateSignalStrength(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData, Unity.Collections.NativeArray<System.Single> obstructSlopes, Unity.Collections.NativeList<System.Single> signalStrengths, Unity.Entities.ArchetypeChunk chunk, Unity.Entities.DynamicBuffer<Game.City.CityModifier> cityModifiers);
private System.Void CalculateSignalStrength(Unity.Collections.NativeArray<System.Single> signalStrengthArray, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max, System.Single range, Unity.Mathematics.float3 position);
private System.Single CalculateSignalStrength(System.Single distance, System.Single range);
private System.Void CalculateTelecomCoverage(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData);
private System.Single CalculateTelecomQuality(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellDensityData> densityData, Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData);
public System.Void Execute();
private System.Single GetEfficiencyFactor(Unity.Collections.NativeArray<Game.Buildings.TelecomFacility> telecomFacilities, Unity.Collections.NativeArray<Game.Tools.Temp> temps, Unity.Entities.BufferAccessor<Game.Buildings.Efficiency> efficiencyAccessor, System.Int32 i);
private System.Void ResetObstructAngles(Unity.Collections.NativeArray<System.Single> obstructAngles, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max);
}
Fields
public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_DensityChunks
public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_DensityChunks;
public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_FacilityChunks
public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_FacilityChunks;
public Game.Simulation.TerrainHeightData m_TerrainHeightData
public Game.Simulation.TerrainHeightData m_TerrainHeightData;
public Unity.Entities.Entity m_City
public Unity.Entities.Entity m_City;
public System.Boolean m_Preview
public System.Boolean m_Preview;
public Unity.Collections.NativeArray<Game.Simulation.TelecomCoverage> m_TelecomCoverage
public Unity.Collections.NativeArray<Game.Simulation.TelecomCoverage> m_TelecomCoverage;
public Unity.Collections.NativeArray<Game.Simulation.TelecomStatus> m_TelecomStatus
public Unity.Collections.NativeArray<Game.Simulation.TelecomStatus> m_TelecomStatus;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_TransformType
public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_TransformType;
public Unity.Entities.ComponentTypeHandle<Game.Buildings.PropertyRenter> m_PropertyRenterType
public Unity.Entities.ComponentTypeHandle<Game.Buildings.PropertyRenter> m_PropertyRenterType;
public Unity.Entities.ComponentTypeHandle<Game.Buildings.TelecomFacility> m_TelecomFacilityType
public Unity.Entities.ComponentTypeHandle<Game.Buildings.TelecomFacility> m_TelecomFacilityType;
public Unity.Entities.BufferTypeHandle<Game.Buildings.Efficiency> m_BuildingEfficiencyType
public Unity.Entities.BufferTypeHandle<Game.Buildings.Efficiency> m_BuildingEfficiencyType;
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
public Unity.Entities.ComponentTypeHandle<Game.Tools.Temp> m_TempType
public Unity.Entities.ComponentTypeHandle<Game.Tools.Temp> m_TempType;
public Unity.Entities.BufferTypeHandle<Game.Buildings.InstalledUpgrade> m_InstalledUpgradeType
public Unity.Entities.BufferTypeHandle<Game.Buildings.InstalledUpgrade> m_InstalledUpgradeType;
public Unity.Entities.BufferTypeHandle<Game.Citizens.HouseholdCitizen> m_HouseholdCitizenType
public Unity.Entities.BufferTypeHandle<Game.Citizens.HouseholdCitizen> m_HouseholdCitizenType;
public Unity.Entities.BufferTypeHandle<Game.Companies.Employee> m_EmployeeType
public Unity.Entities.BufferTypeHandle<Game.Companies.Employee> m_EmployeeType;
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData;
public Unity.Entities.ComponentLookup<Game.Buildings.TelecomFacility> m_TelecomFacilityData
public Unity.Entities.ComponentLookup<Game.Buildings.TelecomFacility> m_TelecomFacilityData;
public Unity.Entities.BufferLookup<Game.Buildings.Efficiency> m_BuildingEfficiencyData
public Unity.Entities.BufferLookup<Game.Buildings.Efficiency> m_BuildingEfficiencyData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_ObjectGeometryData
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_ObjectGeometryData;
public Unity.Entities.ComponentLookup<Game.Prefabs.TelecomFacilityData> m_PrefabTelecomFacilityData
public Unity.Entities.ComponentLookup<Game.Prefabs.TelecomFacilityData> m_PrefabTelecomFacilityData;
public Unity.Entities.BufferLookup<Game.City.CityModifier> m_CityModifiers
public Unity.Entities.BufferLookup<Game.City.CityModifier> m_CityModifiers;
Methods
private AddDensity(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellDensityData> densityData, Unity.Entities.ArchetypeChunk chunk) : System.Void
private System.Void AddDensity(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellDensityData> densityData, Unity.Entities.ArchetypeChunk chunk);
private AddDensity(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellDensityData> densityData, System.Int32 density, Unity.Mathematics.float3 position) : System.Void
private System.Void AddDensity(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellDensityData> densityData, System.Int32 density, Unity.Mathematics.float3 position);
private AddNetworkCapacity(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellDensityData> densityData, Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData, Unity.Collections.NativeList<System.Single> signalStrengths, Unity.Entities.ArchetypeChunk chunk, System.Int32& arrayIndex, Game.Simulation.TelecomStatus& status, Unity.Entities.DynamicBuffer<Game.City.CityModifier> cityModifiers) : System.Void
private System.Void AddNetworkCapacity(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellDensityData> densityData, Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData, Unity.Collections.NativeList<System.Single> signalStrengths, Unity.Entities.ArchetypeChunk chunk, System.Int32& arrayIndex, Game.Simulation.TelecomStatus& status, Unity.Entities.DynamicBuffer<Game.City.CityModifier> cityModifiers);
private AddNetworkCapacity(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData, Unity.Collections.NativeArray<System.Single> signalStrengthArray, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max, System.Single capacity) : System.Void
private System.Void AddNetworkCapacity(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData, Unity.Collections.NativeArray<System.Single> signalStrengthArray, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max, System.Single capacity);
private AddSignalStrengths(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData, Unity.Collections.NativeArray<System.Single> signalStrengthArray, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max) : System.Void
private System.Void AddSignalStrengths(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData, Unity.Collections.NativeArray<System.Single> signalStrengthArray, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max);
private CalculateCellSignalStrength(Unity.Collections.NativeArray<System.Single> obstructSlopes, Unity.Collections.NativeArray<System.Single> signalStrengthArray, Unity.Mathematics.int2 cell, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max, System.Single range, Unity.Mathematics.float3 position) : System.Void
private System.Void CalculateCellSignalStrength(Unity.Collections.NativeArray<System.Single> obstructSlopes, Unity.Collections.NativeArray<System.Single> signalStrengthArray, Unity.Mathematics.int2 cell, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max, System.Single range, Unity.Mathematics.float3 position);
private CalculateNetworkUsers(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellDensityData> densityData, Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData, Unity.Collections.NativeArray<System.Single> signalStrengthArray, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max) : System.Single
private System.Single CalculateNetworkUsers(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellDensityData> densityData, Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData, Unity.Collections.NativeArray<System.Single> signalStrengthArray, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max);
private CalculateSignalStrength(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData, Unity.Collections.NativeArray<System.Single> obstructSlopes, Unity.Collections.NativeList<System.Single> signalStrengths, Unity.Entities.ArchetypeChunk chunk, Unity.Entities.DynamicBuffer<Game.City.CityModifier> cityModifiers) : System.Void
private System.Void CalculateSignalStrength(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData, Unity.Collections.NativeArray<System.Single> obstructSlopes, Unity.Collections.NativeList<System.Single> signalStrengths, Unity.Entities.ArchetypeChunk chunk, Unity.Entities.DynamicBuffer<Game.City.CityModifier> cityModifiers);
private CalculateSignalStrength(Unity.Collections.NativeArray<System.Single> signalStrengthArray, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max, System.Single range, Unity.Mathematics.float3 position) : System.Void
private System.Void CalculateSignalStrength(Unity.Collections.NativeArray<System.Single> signalStrengthArray, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max, System.Single range, Unity.Mathematics.float3 position);
private CalculateSignalStrength(System.Single distance, System.Single range) : System.Single
private System.Single CalculateSignalStrength(System.Single distance, System.Single range);
private CalculateTelecomCoverage(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData) : System.Void
private System.Void CalculateTelecomCoverage(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData);
private CalculateTelecomQuality(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellDensityData> densityData, Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData) : System.Single
private System.Single CalculateTelecomQuality(Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellDensityData> densityData, Unity.Collections.NativeArray<Game.Simulation.TelecomCoverageSystem+CellFacilityData> facilityData);
public Execute() : System.Void
public System.Void Execute();
private GetEfficiencyFactor(Unity.Collections.NativeArray<Game.Buildings.TelecomFacility> telecomFacilities, Unity.Collections.NativeArray<Game.Tools.Temp> temps, Unity.Entities.BufferAccessor<Game.Buildings.Efficiency> efficiencyAccessor, System.Int32 i) : System.Single
private System.Single GetEfficiencyFactor(Unity.Collections.NativeArray<Game.Buildings.TelecomFacility> telecomFacilities, Unity.Collections.NativeArray<Game.Tools.Temp> temps, Unity.Entities.BufferAccessor<Game.Buildings.Efficiency> efficiencyAccessor, System.Int32 i);
private ResetObstructAngles(Unity.Collections.NativeArray<System.Single> obstructAngles, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max) : System.Void
private System.Void ResetObstructAngles(Unity.Collections.NativeArray<System.Single> obstructAngles, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max);