Game.Zones.RaycastJobs+FindZoneBlockJob
Assembly: Game
Namespace: Game.Zones
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Jobs.IJobParallelFor
Attributes: BurstCompile
Code
public sealed struct FindZoneBlockJob : Unity.Jobs.IJobParallelFor
{
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
public Unity.Entities.ComponentLookup<Game.Zones.Block> m_BlockData;
public Unity.Entities.BufferLookup<Game.Zones.Cell> m_Cells;
public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Colossal.Mathematics.Bounds2> m_SearchTree;
public Unity.Collections.NativeArray<Game.Common.RaycastResult> m_TerrainResults;
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results;
public System.Void Execute(System.Int32 index);
}
Fields
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
public Unity.Entities.ComponentLookup<Game.Zones.Block> m_BlockData
public Unity.Entities.ComponentLookup<Game.Zones.Block> m_BlockData;
public Unity.Entities.BufferLookup<Game.Zones.Cell> m_Cells
public Unity.Entities.BufferLookup<Game.Zones.Cell> m_Cells;
public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Colossal.Mathematics.Bounds2> m_SearchTree
public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Colossal.Mathematics.Bounds2> m_SearchTree;
public Unity.Collections.NativeArray<Game.Common.RaycastResult> m_TerrainResults
public Unity.Collections.NativeArray<Game.Common.RaycastResult> m_TerrainResults;
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results;
Methods
public Execute(System.Int32 index) : System.Void
public System.Void Execute(System.Int32 index);
Nested types
Game.Zones.RaycastJobs+FindZoneBlockJob+Iterator