Game.Simulation.WatercraftMoveSystem+UpdateTransformDataJob
Assembly: Game
Namespace: Game.Simulation
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Entities.IJobChunk
Attributes: BurstCompile
Code
public sealed struct UpdateTransformDataJob : Unity.Entities.IJobChunk
{
public System.UInt32 m_TransformFrameIndex;
public Unity.Entities.ComponentTypeHandle<Game.Vehicles.WatercraftNavigation> m_NavigationType;
public Unity.Entities.ComponentTypeHandle<Game.Vehicles.WatercraftCurrentLane> m_CurrentLaneType;
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabGeometryData;
public Unity.Entities.ComponentLookup<Game.Prefabs.WatercraftData> m_PrefabWatercraftData;
public Game.Simulation.TerrainHeightData m_TerrainHeightData;
public Game.Simulation.WaterSurfaceData m_WaterSurfaceData;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Moving> m_MovingType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_TransformType;
public Unity.Entities.BufferTypeHandle<Game.Objects.TransformFrame> m_TransformFrameType;
public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
private System.Void SampleWater(Unity.Mathematics.float3& position, Unity.Mathematics.quaternion& rotation, Game.Prefabs.ObjectGeometryData prefabGeometryData);
private System.Void Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
}
Fields
public System.UInt32 m_TransformFrameIndex
public System.UInt32 m_TransformFrameIndex;
public Unity.Entities.ComponentTypeHandle<Game.Vehicles.WatercraftNavigation> m_NavigationType
public Unity.Entities.ComponentTypeHandle<Game.Vehicles.WatercraftNavigation> m_NavigationType;
public Unity.Entities.ComponentTypeHandle<Game.Vehicles.WatercraftCurrentLane> m_CurrentLaneType
public Unity.Entities.ComponentTypeHandle<Game.Vehicles.WatercraftCurrentLane> m_CurrentLaneType;
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabGeometryData
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabGeometryData;
public Unity.Entities.ComponentLookup<Game.Prefabs.WatercraftData> m_PrefabWatercraftData
public Unity.Entities.ComponentLookup<Game.Prefabs.WatercraftData> m_PrefabWatercraftData;
public Game.Simulation.TerrainHeightData m_TerrainHeightData
public Game.Simulation.TerrainHeightData m_TerrainHeightData;
public Game.Simulation.WaterSurfaceData m_WaterSurfaceData
public Game.Simulation.WaterSurfaceData m_WaterSurfaceData;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Moving> m_MovingType
public Unity.Entities.ComponentTypeHandle<Game.Objects.Moving> m_MovingType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_TransformType
public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_TransformType;
public Unity.Entities.BufferTypeHandle<Game.Objects.TransformFrame> m_TransformFrameType
public Unity.Entities.BufferTypeHandle<Game.Objects.TransformFrame> m_TransformFrameType;
Methods
public Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) : System.Void
public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
private SampleWater(Unity.Mathematics.float3& position, Unity.Mathematics.quaternion& rotation, Game.Prefabs.ObjectGeometryData prefabGeometryData) : System.Void
private System.Void SampleWater(Unity.Mathematics.float3& position, Unity.Mathematics.quaternion& rotation, Game.Prefabs.ObjectGeometryData prefabGeometryData);
private Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) : System.Void
private System.Void Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);