Game.Notifications.IconCommandBuffer+Command
Assembly: Game
Namespace: Game.Notifications
Type: struct sealed public
Base: System.ValueType
Implements: System.IComparable<Game.Notifications.IconCommandBuffer+Command>
Code
public sealed struct Command : System.IComparable<Game.Notifications.IconCommandBuffer+Command>
{
public Unity.Entities.Entity m_Owner;
public Unity.Entities.Entity m_Prefab;
public Unity.Entities.Entity m_Target;
public Unity.Mathematics.float3 m_Location;
public Game.Notifications.IconCommandBuffer+CommandFlags m_CommandFlags;
public Game.Notifications.IconPriority m_Priority;
public Game.Notifications.IconClusterLayer m_ClusterLayer;
public Game.Notifications.IconFlags m_Flags;
public System.Int32 m_BufferIndex;
public System.Single m_Delay;
public System.Int32 CompareTo(Game.Notifications.IconCommandBuffer+Command other);
}
Fields
public Unity.Entities.Entity m_Owner
public Unity.Entities.Entity m_Owner;
public Unity.Entities.Entity m_Prefab
public Unity.Entities.Entity m_Prefab;
public Unity.Entities.Entity m_Target
public Unity.Entities.Entity m_Target;
public Unity.Mathematics.float3 m_Location
public Unity.Mathematics.float3 m_Location;
public Game.Notifications.IconCommandBuffer+CommandFlags m_CommandFlags
public Game.Notifications.IconCommandBuffer+CommandFlags m_CommandFlags;
public Game.Notifications.IconPriority m_Priority
public Game.Notifications.IconPriority m_Priority;
public Game.Notifications.IconClusterLayer m_ClusterLayer
public Game.Notifications.IconClusterLayer m_ClusterLayer;
public Game.Notifications.IconFlags m_Flags
public Game.Notifications.IconFlags m_Flags;
public System.Int32 m_BufferIndex
public System.Int32 m_BufferIndex;
public System.Single m_Delay
public System.Single m_Delay;
Methods
public CompareTo(Game.Notifications.IconCommandBuffer+Command other) : System.Int32
public System.Int32 CompareTo(Game.Notifications.IconCommandBuffer+Command other);