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Game.Zones.CellCheckHelpers+CollectBlocksJob

Assembly: Game
Namespace: Game.Zones

Type: struct sealed public

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

Attributes: BurstCompile

Code

public sealed struct CollectBlocksJob : Unity.Jobs.IJob
{
    public Unity.Collections.NativeQueue<Unity.Entities.Entity> m_Queue1;
    public Unity.Collections.NativeQueue<Unity.Entities.Entity> m_Queue2;
    public Unity.Collections.NativeQueue<Unity.Entities.Entity> m_Queue3;
    public Unity.Collections.NativeQueue<Unity.Entities.Entity> m_Queue4;
    public Unity.Collections.NativeList<Game.Zones.CellCheckHelpers+SortedEntity> m_ResultList;

    public System.Void Execute();
    private System.Void ProcessQueue(Unity.Collections.NativeQueue<Unity.Entities.Entity> queue);
    private System.Void RemoveDuplicates();
}

Fields

  • public Unity.Collections.NativeQueue<Unity.Entities.Entity> m_Queue1
public Unity.Collections.NativeQueue<Unity.Entities.Entity> m_Queue1;
  • public Unity.Collections.NativeQueue<Unity.Entities.Entity> m_Queue2
public Unity.Collections.NativeQueue<Unity.Entities.Entity> m_Queue2;
  • public Unity.Collections.NativeQueue<Unity.Entities.Entity> m_Queue3
public Unity.Collections.NativeQueue<Unity.Entities.Entity> m_Queue3;
  • public Unity.Collections.NativeQueue<Unity.Entities.Entity> m_Queue4
public Unity.Collections.NativeQueue<Unity.Entities.Entity> m_Queue4;
  • public Unity.Collections.NativeList<Game.Zones.CellCheckHelpers+SortedEntity> m_ResultList
public Unity.Collections.NativeList<Game.Zones.CellCheckHelpers+SortedEntity> m_ResultList;

Methods

  • public Execute() : System.Void
public System.Void Execute();
  • private ProcessQueue(Unity.Collections.NativeQueue<Unity.Entities.Entity> queue) : System.Void
private System.Void ProcessQueue(Unity.Collections.NativeQueue<Unity.Entities.Entity> queue);
  • private RemoveDuplicates() : System.Void
private System.Void RemoveDuplicates();