Game.Zones.CellOccupyJobs+ZoneAndOccupyCellsJob
Assembly: Game
Namespace: Game.Zones
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Jobs.IJobParallelForDefer
Attributes: BurstCompile
Code
public sealed struct ZoneAndOccupyCellsJob : Unity.Jobs.IJobParallelForDefer
{
public Unity.Collections.NativeArray<Game.Zones.CellCheckHelpers+SortedEntity> m_Blocks;
public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_DeletedBlockChunks;
public Game.Prefabs.ZonePrefabs m_ZonePrefabs;
public Unity.Entities.EntityTypeHandle m_EntityType;
public Unity.Entities.ComponentLookup<Game.Zones.Block> m_BlockData;
public Unity.Entities.ComponentLookup<Game.Zones.ValidArea> m_ValidAreaData;
public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> m_ObjectSearchTree;
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData;
public Unity.Entities.ComponentLookup<Game.Objects.Elevation> m_ElevationData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectGeometryData;
public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_PrefabSpawnableBuildingData;
public Unity.Entities.ComponentLookup<Game.Prefabs.SignatureBuildingData> m_PrefabSignatureBuildingData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PlaceholderBuildingData> m_PrefabPlaceholderBuildingData;
public Unity.Entities.ComponentLookup<Game.Prefabs.ZoneData> m_PrefabZoneData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabData> m_PrefabData;
public Unity.Entities.BufferLookup<Game.Zones.Cell> m_Cells;
private static System.Void ClearOverrideStatus(Game.Zones.Block blockData, Unity.Entities.DynamicBuffer<Game.Zones.Cell> cells);
public System.Void Execute(System.Int32 index);
private System.Void SetOccupiedWithHeight(Game.Zones.Block blockData, Unity.Entities.DynamicBuffer<Game.Zones.Cell> cells);
}
Fields
public Unity.Collections.NativeArray<Game.Zones.CellCheckHelpers+SortedEntity> m_Blocks
public Unity.Collections.NativeArray<Game.Zones.CellCheckHelpers+SortedEntity> m_Blocks;
public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_DeletedBlockChunks
public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_DeletedBlockChunks;
public Game.Prefabs.ZonePrefabs m_ZonePrefabs
public Game.Prefabs.ZonePrefabs m_ZonePrefabs;
public Unity.Entities.EntityTypeHandle m_EntityType
public Unity.Entities.EntityTypeHandle m_EntityType;
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 Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> m_ObjectSearchTree
public Colossal.Collections.NativeQuadTree<Unity.Entities.Entity, Game.Common.QuadTreeBoundsXZ> m_ObjectSearchTree;
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData;
public Unity.Entities.ComponentLookup<Game.Objects.Elevation> m_ElevationData
public Unity.Entities.ComponentLookup<Game.Objects.Elevation> m_ElevationData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectGeometryData
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectGeometryData;
public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_PrefabSpawnableBuildingData
public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_PrefabSpawnableBuildingData;
public Unity.Entities.ComponentLookup<Game.Prefabs.SignatureBuildingData> m_PrefabSignatureBuildingData
public Unity.Entities.ComponentLookup<Game.Prefabs.SignatureBuildingData> m_PrefabSignatureBuildingData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PlaceholderBuildingData> m_PrefabPlaceholderBuildingData
public Unity.Entities.ComponentLookup<Game.Prefabs.PlaceholderBuildingData> m_PrefabPlaceholderBuildingData;
public Unity.Entities.ComponentLookup<Game.Prefabs.ZoneData> m_PrefabZoneData
public Unity.Entities.ComponentLookup<Game.Prefabs.ZoneData> m_PrefabZoneData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabData> m_PrefabData
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabData> m_PrefabData;
public Unity.Entities.BufferLookup<Game.Zones.Cell> m_Cells
public Unity.Entities.BufferLookup<Game.Zones.Cell> m_Cells;
Methods
private static ClearOverrideStatus(Game.Zones.Block blockData, Unity.Entities.DynamicBuffer<Game.Zones.Cell> cells) : System.Void
private static System.Void ClearOverrideStatus(Game.Zones.Block blockData, Unity.Entities.DynamicBuffer<Game.Zones.Cell> cells);
public Execute(System.Int32 index) : System.Void
public System.Void Execute(System.Int32 index);
private SetOccupiedWithHeight(Game.Zones.Block blockData, Unity.Entities.DynamicBuffer<Game.Zones.Cell> cells) : System.Void
private System.Void SetOccupiedWithHeight(Game.Zones.Block blockData, Unity.Entities.DynamicBuffer<Game.Zones.Cell> cells);
Nested types
Game.Zones.CellOccupyJobs+ZoneAndOccupyCellsJob+ObjectIterator
Game.Zones.CellOccupyJobs+ZoneAndOccupyCellsJob+DeletedBlockIterator