Game.Zones.LotSizeJobs+UpdateLotSizeJob
Assembly: Game
Namespace: Game.Zones
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Jobs.IJobParallelForDefer
Attributes: BurstCompile
Code
public sealed struct UpdateLotSizeJob : Unity.Jobs.IJobParallelForDefer
{
public Unity.Collections.NativeArray<Game.Zones.CellCheckHelpers+SortedEntity> m_Blocks;
public Game.Prefabs.ZonePrefabs m_ZonePrefabs;
public Unity.Entities.ComponentLookup<Game.Zones.Block> m_BlockData;
public Unity.Entities.ComponentLookup<Game.Zones.ValidArea> m_ValidAreaData;
public Unity.Entities.ComponentLookup<Game.Zones.BuildOrder> m_BuildOrderData;
public Unity.Entities.ComponentLookup<Game.Common.Updated> m_UpdatedData;
public Unity.Entities.ComponentLookup<Game.Prefabs.ZoneData> m_ZoneData;
public Unity.Entities.BufferLookup<Game.Zones.Cell> m_Cells;
public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Colossal.Mathematics.Bounds2> m_SearchTree;
public Unity.Entities.BufferLookup<Game.Zones.VacantLot> m_VacantLots;
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;
public Unity.Collections.NativeQueue<Colossal.Mathematics.Bounds2> m_BoundsQueue;
public System.Void Execute(System.Int32 index);
private Unity.Collections.NativeArray<Game.Zones.Cell> ExpandArea(Unity.Entities.Entity entity, Game.Zones.Block block, Game.Zones.ValidArea validArea, Game.Zones.BuildOrder buildOrder, Unity.Collections.NativeArray<Game.Zones.Cell> cells, Unity.Mathematics.int2& expandedOffset, Game.Zones.Block& expandedBlock);
private System.Void ExpandLeft(Game.Zones.Block block, Unity.Collections.NativeArray<Game.Zones.Cell> cells, Unity.Mathematics.int2& min, Unity.Mathematics.int2& max, Game.Zones.ZoneType zone);
private System.Void ExpandRight(Game.Zones.Block block, Unity.Collections.NativeArray<Game.Zones.Cell> cells, Unity.Mathematics.int2& min, Unity.Mathematics.int2& max, Game.Zones.ZoneType zone);
private System.Void FindDepth(Game.Zones.Block block, Unity.Collections.NativeArray<Game.Zones.Cell> cells, Unity.Mathematics.int2& min, Unity.Mathematics.int2& max, Game.Zones.ZoneType zone);
private System.Void FindHeight(Game.Zones.Block block, Unity.Collections.NativeArray<Game.Zones.Cell> cells, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max, System.Int32& height);
private System.Void WidthReductionLeft(Game.Zones.Block block, Unity.Mathematics.int2& min, Unity.Mathematics.int2& max, System.Int32 sizeOffset);
private System.Void WidthReductionRight(Game.Zones.Block block, Unity.Mathematics.int2& min, Unity.Mathematics.int2& max, System.Int32 sizeOffset);
}
Fields
public Unity.Collections.NativeArray<Game.Zones.CellCheckHelpers+SortedEntity> m_Blocks
public Unity.Collections.NativeArray<Game.Zones.CellCheckHelpers+SortedEntity> m_Blocks;
public Game.Prefabs.ZonePrefabs m_ZonePrefabs
public Game.Prefabs.ZonePrefabs m_ZonePrefabs;
public Unity.Entities.ComponentLookup<Game.Zones.Block> m_BlockData
public Unity.Entities.ComponentLookup<Game.Zones.Block> m_BlockData;
public Unity.Entities.ComponentLookup<Game.Zones.ValidArea> m_ValidAreaData
public Unity.Entities.ComponentLookup<Game.Zones.ValidArea> m_ValidAreaData;
public Unity.Entities.ComponentLookup<Game.Zones.BuildOrder> m_BuildOrderData
public Unity.Entities.ComponentLookup<Game.Zones.BuildOrder> m_BuildOrderData;
public Unity.Entities.ComponentLookup<Game.Common.Updated> m_UpdatedData
public Unity.Entities.ComponentLookup<Game.Common.Updated> m_UpdatedData;
public Unity.Entities.ComponentLookup<Game.Prefabs.ZoneData> m_ZoneData
public Unity.Entities.ComponentLookup<Game.Prefabs.ZoneData> m_ZoneData;
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.Entities.BufferLookup<Game.Zones.VacantLot> m_VacantLots
public Unity.Entities.BufferLookup<Game.Zones.VacantLot> m_VacantLots;
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;
public Unity.Collections.NativeQueue<Colossal.Mathematics.Bounds2> m_BoundsQueue
public Unity.Collections.NativeQueue<Colossal.Mathematics.Bounds2> m_BoundsQueue;
Methods
public Execute(System.Int32 index) : System.Void
public System.Void Execute(System.Int32 index);
private ExpandArea(Unity.Entities.Entity entity, Game.Zones.Block block, Game.Zones.ValidArea validArea, Game.Zones.BuildOrder buildOrder, Unity.Collections.NativeArray<Game.Zones.Cell> cells, Unity.Mathematics.int2& expandedOffset, Game.Zones.Block& expandedBlock) : Unity.Collections.NativeArray<Game.Zones.Cell>
private Unity.Collections.NativeArray<Game.Zones.Cell> ExpandArea(Unity.Entities.Entity entity, Game.Zones.Block block, Game.Zones.ValidArea validArea, Game.Zones.BuildOrder buildOrder, Unity.Collections.NativeArray<Game.Zones.Cell> cells, Unity.Mathematics.int2& expandedOffset, Game.Zones.Block& expandedBlock);
private ExpandLeft(Game.Zones.Block block, Unity.Collections.NativeArray<Game.Zones.Cell> cells, Unity.Mathematics.int2& min, Unity.Mathematics.int2& max, Game.Zones.ZoneType zone) : System.Void
private System.Void ExpandLeft(Game.Zones.Block block, Unity.Collections.NativeArray<Game.Zones.Cell> cells, Unity.Mathematics.int2& min, Unity.Mathematics.int2& max, Game.Zones.ZoneType zone);
private ExpandRight(Game.Zones.Block block, Unity.Collections.NativeArray<Game.Zones.Cell> cells, Unity.Mathematics.int2& min, Unity.Mathematics.int2& max, Game.Zones.ZoneType zone) : System.Void
private System.Void ExpandRight(Game.Zones.Block block, Unity.Collections.NativeArray<Game.Zones.Cell> cells, Unity.Mathematics.int2& min, Unity.Mathematics.int2& max, Game.Zones.ZoneType zone);
private FindDepth(Game.Zones.Block block, Unity.Collections.NativeArray<Game.Zones.Cell> cells, Unity.Mathematics.int2& min, Unity.Mathematics.int2& max, Game.Zones.ZoneType zone) : System.Void
private System.Void FindDepth(Game.Zones.Block block, Unity.Collections.NativeArray<Game.Zones.Cell> cells, Unity.Mathematics.int2& min, Unity.Mathematics.int2& max, Game.Zones.ZoneType zone);
private FindHeight(Game.Zones.Block block, Unity.Collections.NativeArray<Game.Zones.Cell> cells, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max, System.Int32& height) : System.Void
private System.Void FindHeight(Game.Zones.Block block, Unity.Collections.NativeArray<Game.Zones.Cell> cells, Unity.Mathematics.int2 min, Unity.Mathematics.int2 max, System.Int32& height);
private WidthReductionLeft(Game.Zones.Block block, Unity.Mathematics.int2& min, Unity.Mathematics.int2& max, System.Int32 sizeOffset) : System.Void
private System.Void WidthReductionLeft(Game.Zones.Block block, Unity.Mathematics.int2& min, Unity.Mathematics.int2& max, System.Int32 sizeOffset);
private WidthReductionRight(Game.Zones.Block block, Unity.Mathematics.int2& min, Unity.Mathematics.int2& max, System.Int32 sizeOffset) : System.Void
private System.Void WidthReductionRight(Game.Zones.Block block, Unity.Mathematics.int2& min, Unity.Mathematics.int2& max, System.Int32 sizeOffset);
Nested types
Game.Zones.LotSizeJobs+UpdateLotSizeJob+Iterator