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();