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Game.Zones.CellBlockJobs+BlockCellsJob

Assembly: Game
Namespace: Game.Zones

Type: struct sealed public

Base: System.ValueType
Implements: Unity.Jobs.IJobParallelForDefer

Attributes: BurstCompile

Code

public sealed struct BlockCellsJob : Unity.Jobs.IJobParallelForDefer
{
    public Unity.Collections.NativeArray<Game.Zones.CellCheckHelpers+SortedEntity> m_Blocks;
    public Unity.Entities.ComponentLookup<Game.Zones.Block> m_BlockData;
    public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> m_NetSearchTree;
    public Colossal.Collections.NativeQuadTree<Game.Areas.AreaSearchItem, Game.Common.QuadTreeBoundsXZ> m_AreaSearchTree;
    public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData;
    public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData;
    public Unity.Entities.ComponentLookup<Game.Net.EdgeGeometry> m_EdgeGeometryData;
    public Unity.Entities.ComponentLookup<Game.Net.StartNodeGeometry> m_StartNodeGeometryData;
    public Unity.Entities.ComponentLookup<Game.Net.EndNodeGeometry> m_EndNodeGeometryData;
    public Unity.Entities.ComponentLookup<Game.Net.Composition> m_CompositionData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabCompositionData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.RoadComposition> m_PrefabRoadCompositionData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.AreaGeometryData> m_PrefabAreaGeometryData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectGeometryData;
    public Unity.Entities.ComponentLookup<Game.Common.Native> m_NativeData;
    public Unity.Entities.BufferLookup<Game.Areas.Node> m_AreaNodes;
    public Unity.Entities.BufferLookup<Game.Areas.Triangle> m_AreaTriangles;
    public Unity.Entities.BufferLookup<Game.Zones.Cell> m_Cells;
    public Unity.Entities.ComponentLookup<Game.Zones.ValidArea> m_ValidAreaData;

    private static System.Void CleanBlockedCells(Game.Zones.Block blockData, Game.Zones.ValidArea& validAreaData, Unity.Entities.DynamicBuffer<Game.Zones.Cell> cells);
    private static System.Void ClearBlockStatus(Game.Zones.Block blockData, Unity.Entities.DynamicBuffer<Game.Zones.Cell> cells);
    public System.Void Execute(System.Int32 index);
}

Fields

  • public Unity.Collections.NativeArray<Game.Zones.CellCheckHelpers+SortedEntity> m_Blocks
public Unity.Collections.NativeArray<Game.Zones.CellCheckHelpers+SortedEntity> m_Blocks;
  • public Unity.Entities.ComponentLookup<Game.Zones.Block> m_BlockData
public Unity.Entities.ComponentLookup<Game.Zones.Block> m_BlockData;
  • public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> m_NetSearchTree
public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> m_NetSearchTree;
  • public Colossal.Collections.NativeQuadTree<Game.Areas.AreaSearchItem, Game.Common.QuadTreeBoundsXZ> m_AreaSearchTree
public Colossal.Collections.NativeQuadTree<Game.Areas.AreaSearchItem, Game.Common.QuadTreeBoundsXZ> m_AreaSearchTree;
  • public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData;
  • public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData;
  • public Unity.Entities.ComponentLookup<Game.Net.EdgeGeometry> m_EdgeGeometryData
public Unity.Entities.ComponentLookup<Game.Net.EdgeGeometry> m_EdgeGeometryData;
  • public Unity.Entities.ComponentLookup<Game.Net.StartNodeGeometry> m_StartNodeGeometryData
public Unity.Entities.ComponentLookup<Game.Net.StartNodeGeometry> m_StartNodeGeometryData;
  • public Unity.Entities.ComponentLookup<Game.Net.EndNodeGeometry> m_EndNodeGeometryData
public Unity.Entities.ComponentLookup<Game.Net.EndNodeGeometry> m_EndNodeGeometryData;
  • public Unity.Entities.ComponentLookup<Game.Net.Composition> m_CompositionData
public Unity.Entities.ComponentLookup<Game.Net.Composition> m_CompositionData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabCompositionData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabCompositionData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.RoadComposition> m_PrefabRoadCompositionData
public Unity.Entities.ComponentLookup<Game.Prefabs.RoadComposition> m_PrefabRoadCompositionData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.AreaGeometryData> m_PrefabAreaGeometryData
public Unity.Entities.ComponentLookup<Game.Prefabs.AreaGeometryData> m_PrefabAreaGeometryData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectGeometryData
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectGeometryData;
  • public Unity.Entities.ComponentLookup<Game.Common.Native> m_NativeData
public Unity.Entities.ComponentLookup<Game.Common.Native> m_NativeData;
  • public Unity.Entities.BufferLookup<Game.Areas.Node> m_AreaNodes
public Unity.Entities.BufferLookup<Game.Areas.Node> m_AreaNodes;
  • public Unity.Entities.BufferLookup<Game.Areas.Triangle> m_AreaTriangles
public Unity.Entities.BufferLookup<Game.Areas.Triangle> m_AreaTriangles;
  • public Unity.Entities.BufferLookup<Game.Zones.Cell> m_Cells
public Unity.Entities.BufferLookup<Game.Zones.Cell> m_Cells;
  • public Unity.Entities.ComponentLookup<Game.Zones.ValidArea> m_ValidAreaData
public Unity.Entities.ComponentLookup<Game.Zones.ValidArea> m_ValidAreaData;

Methods

  • private static CleanBlockedCells(Game.Zones.Block blockData, Game.Zones.ValidArea& validAreaData, Unity.Entities.DynamicBuffer<Game.Zones.Cell> cells) : System.Void
private static System.Void CleanBlockedCells(Game.Zones.Block blockData, Game.Zones.ValidArea& validAreaData, Unity.Entities.DynamicBuffer<Game.Zones.Cell> cells);
  • private static ClearBlockStatus(Game.Zones.Block blockData, Unity.Entities.DynamicBuffer<Game.Zones.Cell> cells) : System.Void
private static System.Void ClearBlockStatus(Game.Zones.Block blockData, Unity.Entities.DynamicBuffer<Game.Zones.Cell> cells);
  • public Execute(System.Int32 index) : System.Void
public System.Void Execute(System.Int32 index);

Nested types

  • Game.Zones.CellBlockJobs+BlockCellsJob+NetIterator
  • Game.Zones.CellBlockJobs+BlockCellsJob+AreaIterator