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Game.Buildings.PropertyUtils+CompanyFindPropertyJob

Assembly: Game
Namespace: Game.Buildings

Type: struct sealed public

Base: System.ValueType
Implements: Unity.Entities.IJobChunk

Attributes: BurstCompile

Code

public sealed struct CompanyFindPropertyJob : Unity.Entities.IJobChunk
{
    public Unity.Entities.EntityTypeHandle m_EntityType;
    public Unity.Entities.ComponentTypeHandle<Game.Companies.CompanyData> m_CompanyDataType;
    public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabType;
    public Unity.Entities.ComponentTypeHandle<Game.Agents.PropertySeeker> m_PropertySeekerType;
    public Unity.Entities.ComponentTypeHandle<Game.Companies.StorageCompany> m_StorageCompanyType;
    public Unity.Collections.NativeList<Unity.Entities.Entity> m_FreePropertyEntities;
    public Unity.Collections.NativeList<Game.Prefabs.PrefabRef> m_PropertyPrefabs;
    public Unity.Entities.ComponentLookup<Game.Prefabs.IndustrialProcessData> m_IndustrialProcessDatas;
    public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingPropertyData> m_BuildingPropertyDatas;
    public Unity.Entities.ComponentLookup<Game.Buildings.PropertyRenter> m_PropertyRenters;
    public Unity.Entities.BufferLookup<Game.Net.ResourceAvailability> m_Availabilities;
    public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_Buildings;
    public Unity.Entities.ComponentLookup<Game.Buildings.PropertyOnMarket> m_PropertiesOnMarket;
    public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabFromEntity;
    public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_BuildingDatas;
    public Unity.Entities.ComponentLookup<Game.Prefabs.ResourceData> m_ResourceDatas;
    public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_SpawnableDatas;
    public Unity.Entities.ComponentLookup<Game.Prefabs.WorkplaceData> m_WorkplaceDatas;
    public Unity.Entities.ComponentLookup<Game.Net.LandValue> m_LandValues;
    public Unity.Entities.ComponentLookup<Game.Companies.ServiceCompanyData> m_ServiceCompanies;
    public Unity.Entities.ComponentLookup<Game.Companies.CommercialCompany> m_CommercialCompanies;
    public Unity.Entities.ComponentLookup<Game.Buildings.Signature> m_Signatures;
    public Unity.Entities.BufferLookup<Game.Buildings.Renter> m_Renters;
    public Game.Prefabs.ResourcePrefabs m_ResourcePrefabs;
    public Game.Prefabs.EconomyParameterData m_EconomyParameters;
    public Game.Prefabs.ZonePreferenceData m_ZonePreferences;
    public System.Boolean m_Commercial;
    public Unity.Collections.NativeQueue<Game.Buildings.RentAction> m_RentActionQueue;
    public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;

    private System.Void Evaluate(System.Int32 index, Unity.Entities.Entity company, Game.Companies.ServiceCompanyData& service, Game.Prefabs.IndustrialProcessData& process, Unity.Entities.Entity property, Game.Agents.PropertySeeker& propertySeeker, System.Boolean commercial, System.Boolean storage);
    public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
    private System.Boolean PropertyAllowsResource(System.Int32 index, Game.Economy.Resource resource, Game.Economy.Resource input, System.Boolean storage);
    private System.Void SelectProperty(System.Int32 jobIndex, Unity.Entities.Entity company, Game.Agents.PropertySeeker& propertySeeker, System.Boolean storage);
    private System.Void Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
}

Fields

  • public Unity.Entities.EntityTypeHandle m_EntityType
public Unity.Entities.EntityTypeHandle m_EntityType;
  • public Unity.Entities.ComponentTypeHandle<Game.Companies.CompanyData> m_CompanyDataType
public Unity.Entities.ComponentTypeHandle<Game.Companies.CompanyData> m_CompanyDataType;
  • public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabType
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabType;
  • public Unity.Entities.ComponentTypeHandle<Game.Agents.PropertySeeker> m_PropertySeekerType
public Unity.Entities.ComponentTypeHandle<Game.Agents.PropertySeeker> m_PropertySeekerType;
  • public Unity.Entities.ComponentTypeHandle<Game.Companies.StorageCompany> m_StorageCompanyType
public Unity.Entities.ComponentTypeHandle<Game.Companies.StorageCompany> m_StorageCompanyType;
  • public Unity.Collections.NativeList<Unity.Entities.Entity> m_FreePropertyEntities
public Unity.Collections.NativeList<Unity.Entities.Entity> m_FreePropertyEntities;
  • public Unity.Collections.NativeList<Game.Prefabs.PrefabRef> m_PropertyPrefabs
public Unity.Collections.NativeList<Game.Prefabs.PrefabRef> m_PropertyPrefabs;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.IndustrialProcessData> m_IndustrialProcessDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.IndustrialProcessData> m_IndustrialProcessDatas;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingPropertyData> m_BuildingPropertyDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingPropertyData> m_BuildingPropertyDatas;
  • public Unity.Entities.ComponentLookup<Game.Buildings.PropertyRenter> m_PropertyRenters
public Unity.Entities.ComponentLookup<Game.Buildings.PropertyRenter> m_PropertyRenters;
  • public Unity.Entities.BufferLookup<Game.Net.ResourceAvailability> m_Availabilities
public Unity.Entities.BufferLookup<Game.Net.ResourceAvailability> m_Availabilities;
  • public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_Buildings
public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_Buildings;
  • public Unity.Entities.ComponentLookup<Game.Buildings.PropertyOnMarket> m_PropertiesOnMarket
public Unity.Entities.ComponentLookup<Game.Buildings.PropertyOnMarket> m_PropertiesOnMarket;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabFromEntity
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_BuildingDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_BuildingDatas;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.ResourceData> m_ResourceDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.ResourceData> m_ResourceDatas;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_SpawnableDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_SpawnableDatas;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.WorkplaceData> m_WorkplaceDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.WorkplaceData> m_WorkplaceDatas;
  • public Unity.Entities.ComponentLookup<Game.Net.LandValue> m_LandValues
public Unity.Entities.ComponentLookup<Game.Net.LandValue> m_LandValues;
  • public Unity.Entities.ComponentLookup<Game.Companies.ServiceCompanyData> m_ServiceCompanies
public Unity.Entities.ComponentLookup<Game.Companies.ServiceCompanyData> m_ServiceCompanies;
  • public Unity.Entities.ComponentLookup<Game.Companies.CommercialCompany> m_CommercialCompanies
public Unity.Entities.ComponentLookup<Game.Companies.CommercialCompany> m_CommercialCompanies;
  • public Unity.Entities.ComponentLookup<Game.Buildings.Signature> m_Signatures
public Unity.Entities.ComponentLookup<Game.Buildings.Signature> m_Signatures;
  • public Unity.Entities.BufferLookup<Game.Buildings.Renter> m_Renters
public Unity.Entities.BufferLookup<Game.Buildings.Renter> m_Renters;
  • public Game.Prefabs.ResourcePrefabs m_ResourcePrefabs
public Game.Prefabs.ResourcePrefabs m_ResourcePrefabs;
  • public Game.Prefabs.EconomyParameterData m_EconomyParameters
public Game.Prefabs.EconomyParameterData m_EconomyParameters;
  • public Game.Prefabs.ZonePreferenceData m_ZonePreferences
public Game.Prefabs.ZonePreferenceData m_ZonePreferences;
  • public System.Boolean m_Commercial
public System.Boolean m_Commercial;
  • public Unity.Collections.NativeQueue<Game.Buildings.RentAction> m_RentActionQueue
public Unity.Collections.NativeQueue<Game.Buildings.RentAction> m_RentActionQueue;
  • public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;

Methods

  • private Evaluate(System.Int32 index, Unity.Entities.Entity company, Game.Companies.ServiceCompanyData& service, Game.Prefabs.IndustrialProcessData& process, Unity.Entities.Entity property, Game.Agents.PropertySeeker& propertySeeker, System.Boolean commercial, System.Boolean storage) : System.Void
private System.Void Evaluate(System.Int32 index, Unity.Entities.Entity company, Game.Companies.ServiceCompanyData& service, Game.Prefabs.IndustrialProcessData& process, Unity.Entities.Entity property, Game.Agents.PropertySeeker& propertySeeker, System.Boolean commercial, System.Boolean storage);
  • public Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) : System.Void
public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
  • private PropertyAllowsResource(System.Int32 index, Game.Economy.Resource resource, Game.Economy.Resource input, System.Boolean storage) : System.Boolean
private System.Boolean PropertyAllowsResource(System.Int32 index, Game.Economy.Resource resource, Game.Economy.Resource input, System.Boolean storage);
  • private SelectProperty(System.Int32 jobIndex, Unity.Entities.Entity company, Game.Agents.PropertySeeker& propertySeeker, System.Boolean storage) : System.Void
private System.Void SelectProperty(System.Int32 jobIndex, Unity.Entities.Entity company, Game.Agents.PropertySeeker& propertySeeker, System.Boolean storage);
  • private Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) : System.Void
private System.Void Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);