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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