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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