Skip to content

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);