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Game.Buildings.PropertyUtils+ExtractorFindCompanyJob

Assembly: Game
Namespace: Game.Buildings

Type: struct sealed public

Base: System.ValueType
Implements: Unity.Jobs.IJob

Attributes: BurstCompile

Code

public sealed struct ExtractorFindCompanyJob : Unity.Jobs.IJob
{
    public Unity.Collections.NativeList<Unity.Entities.Entity> m_Entities;
    public Unity.Collections.NativeList<Unity.Entities.Entity> m_ExtractorCompanyEntities;
    public Unity.Collections.NativeList<Unity.Entities.Entity> m_CompanyPrefabs;
    public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_Prefabs;
    public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingPropertyData> m_Properties;
    public Unity.Entities.ComponentLookup<Game.Prefabs.IndustrialProcessData> m_Processes;
    public Unity.Entities.ComponentLookup<Game.Prefabs.WorkplaceData> m_WorkplaceDatas;
    public Unity.Entities.ComponentLookup<Game.Prefabs.ResourceData> m_ResourceDatas;
    public Unity.Entities.ComponentLookup<Game.Objects.Attached> m_Attached;
    public Unity.Entities.BufferLookup<Game.Areas.SubArea> m_SubAreas;
    public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades;
    public Unity.Entities.ComponentLookup<Game.Areas.Lot> m_Lots;
    public Unity.Entities.ComponentLookup<Game.Areas.Geometry> m_Geometries;
    public Unity.Entities.ComponentLookup<Game.Areas.Extractor> m_ExtractorAreas;
    public Unity.Entities.ComponentLookup<Game.Prefabs.ExtractorAreaData> m_ExtractorDatas;
    public Unity.Entities.ComponentLookup<Game.Buildings.PropertyRenter> m_PropertyRenters;
    public Game.Prefabs.ResourcePrefabs m_ResourcePrefabs;
    public Game.Prefabs.ExtractorParameterData m_ExtractorParameters;
    public Game.Prefabs.EconomyParameterData m_EconomyParameters;
    public Unity.Collections.NativeQueue<Game.Buildings.RentAction> m_RentActionQueue;
    public Unity.Entities.EntityCommandBuffer m_CommandBuffer;
    public System.Single m_AverageTemperature;
    public Unity.Collections.NativeArray<System.Int32> m_Productions;
    public Unity.Collections.NativeArray<System.Int32> m_Consumptions;

    private System.Single Evaluate(Unity.Entities.Entity entity, Game.Economy.Resource resource);
    public System.Void Execute();
}

Fields

  • public Unity.Collections.NativeList<Unity.Entities.Entity> m_Entities
public Unity.Collections.NativeList<Unity.Entities.Entity> m_Entities;
  • public Unity.Collections.NativeList<Unity.Entities.Entity> m_ExtractorCompanyEntities
public Unity.Collections.NativeList<Unity.Entities.Entity> m_ExtractorCompanyEntities;
  • public Unity.Collections.NativeList<Unity.Entities.Entity> m_CompanyPrefabs
public Unity.Collections.NativeList<Unity.Entities.Entity> m_CompanyPrefabs;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_Prefabs
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_Prefabs;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingPropertyData> m_Properties
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingPropertyData> m_Properties;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.IndustrialProcessData> m_Processes
public Unity.Entities.ComponentLookup<Game.Prefabs.IndustrialProcessData> m_Processes;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.WorkplaceData> m_WorkplaceDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.WorkplaceData> m_WorkplaceDatas;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.ResourceData> m_ResourceDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.ResourceData> m_ResourceDatas;
  • public Unity.Entities.ComponentLookup<Game.Objects.Attached> m_Attached
public Unity.Entities.ComponentLookup<Game.Objects.Attached> m_Attached;
  • public Unity.Entities.BufferLookup<Game.Areas.SubArea> m_SubAreas
public Unity.Entities.BufferLookup<Game.Areas.SubArea> m_SubAreas;
  • public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades
public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades;
  • public Unity.Entities.ComponentLookup<Game.Areas.Lot> m_Lots
public Unity.Entities.ComponentLookup<Game.Areas.Lot> m_Lots;
  • public Unity.Entities.ComponentLookup<Game.Areas.Geometry> m_Geometries
public Unity.Entities.ComponentLookup<Game.Areas.Geometry> m_Geometries;
  • public Unity.Entities.ComponentLookup<Game.Areas.Extractor> m_ExtractorAreas
public Unity.Entities.ComponentLookup<Game.Areas.Extractor> m_ExtractorAreas;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.ExtractorAreaData> m_ExtractorDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.ExtractorAreaData> m_ExtractorDatas;
  • public Unity.Entities.ComponentLookup<Game.Buildings.PropertyRenter> m_PropertyRenters
public Unity.Entities.ComponentLookup<Game.Buildings.PropertyRenter> m_PropertyRenters;
  • public Game.Prefabs.ResourcePrefabs m_ResourcePrefabs
public Game.Prefabs.ResourcePrefabs m_ResourcePrefabs;
  • public Game.Prefabs.ExtractorParameterData m_ExtractorParameters
public Game.Prefabs.ExtractorParameterData m_ExtractorParameters;
  • public Game.Prefabs.EconomyParameterData m_EconomyParameters
public Game.Prefabs.EconomyParameterData m_EconomyParameters;
  • public Unity.Collections.NativeQueue<Game.Buildings.RentAction> m_RentActionQueue
public Unity.Collections.NativeQueue<Game.Buildings.RentAction> m_RentActionQueue;
  • public Unity.Entities.EntityCommandBuffer m_CommandBuffer
public Unity.Entities.EntityCommandBuffer m_CommandBuffer;
  • public System.Single m_AverageTemperature
public System.Single m_AverageTemperature;
  • public Unity.Collections.NativeArray<System.Int32> m_Productions
public Unity.Collections.NativeArray<System.Int32> m_Productions;
  • public Unity.Collections.NativeArray<System.Int32> m_Consumptions
public Unity.Collections.NativeArray<System.Int32> m_Consumptions;

Methods

  • private Evaluate(Unity.Entities.Entity entity, Game.Economy.Resource resource) : System.Single
private System.Single Evaluate(Unity.Entities.Entity entity, Game.Economy.Resource resource);
  • public Execute() : System.Void
public System.Void Execute();