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