Game.Reflection.PrefabEntityListWrapper`1
Assembly: Game
Namespace: Game.Reflection
Type: class public
Base: System.Object
Implements: System.Collections.Generic.IList<T>
, System.Collections.Generic.ICollection<T>
, System.Collections.Generic.IEnumerable<T>
, System.Collections.IEnumerable
, System.Collections.IList
, System.Collections.ICollection
Attributes: DefaultMember
Code
public class PrefabEntityListWrapper<T> : System.Collections.Generic.IList<T>, System.Collections.Generic.ICollection<T>, System.Collections.Generic.IEnumerable<T>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection
{
public Unity.Collections.NativeList<Unity.Entities.Entity> m_Entities;
public Game.Prefabs.PrefabSystem m_PrefabSystem;
private readonly System.Object <SyncRoot>k__BackingField;
public System.Int32 Count { get; }
public System.Boolean IsSynchronized { get; }
public System.Object SyncRoot { get; }
public System.Boolean IsReadOnly { get; }
private System.Object System.Collections.IList.Item { private get; private set; }
public System.Boolean IsFixedSize { get; }
public T Item { get; set; }
public PrefabEntityListWrapper`1(Unity.Collections.NativeList<Unity.Entities.Entity> underlyingList, Game.Prefabs.PrefabSystem prefabSystem);
public System.Void Add(T item);
public System.Int32 Add(System.Object value);
public System.Void Clear();
public System.Boolean Contains(System.Object value);
public System.Boolean Contains(T item);
public System.Void CopyTo(T[] array, System.Int32 arrayIndex);
public System.Void CopyTo(System.Array array, System.Int32 index);
public System.Collections.Generic.IEnumerator<T> GetEnumerator();
public System.Int32 IndexOf(System.Object value);
public System.Int32 IndexOf(T item);
public System.Void Insert(System.Int32 index, System.Object value);
public System.Void Insert(System.Int32 index, T item);
public System.Void Remove(System.Object value);
public System.Boolean Remove(T item);
public System.Void RemoveAt(System.Int32 index);
private System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator();
private static Unity.Entities.Entity ToEntity(T prefab, Game.Prefabs.PrefabSystem prefabSystem);
private static T ToPrefab(Unity.Entities.Entity entity, Game.Prefabs.PrefabSystem prefabSystem);
}
Fields
public Unity.Collections.NativeList<Unity.Entities.Entity> m_Entities
public Unity.Collections.NativeList<Unity.Entities.Entity> m_Entities;
public Game.Prefabs.PrefabSystem m_PrefabSystem
public Game.Prefabs.PrefabSystem m_PrefabSystem;
private readonly System.Object <SyncRoot>k__BackingField
private readonly System.Object <SyncRoot>k__BackingField;
Properties
public System.Int32 Count { get }
public System.Int32 Count { get; }
public System.Boolean IsSynchronized { get }
public System.Boolean IsSynchronized { get; }
public System.Object SyncRoot { get }
public System.Object SyncRoot { get; }
public System.Boolean IsReadOnly { get }
public System.Boolean IsReadOnly { get; }
private System.Object System.Collections.IList.Item { private get; private set }
private System.Object System.Collections.IList.Item { private get; private set; }
public System.Boolean IsFixedSize { get }
public System.Boolean IsFixedSize { get; }
public T Item { get; set }
public T Item { get; set; }
Constructors
public PrefabEntityListWrapper
1(Unity.Collections.NativeListunderlyingList, Game.Prefabs.PrefabSystem prefabSystem)`
public PrefabEntityListWrapper`1(Unity.Collections.NativeList<Unity.Entities.Entity> underlyingList, Game.Prefabs.PrefabSystem prefabSystem);
Methods
public Add(T item) : System.Void
public System.Void Add(T item);
public Add(System.Object value) : System.Int32
public System.Int32 Add(System.Object value);
public Clear() : System.Void
public System.Void Clear();
public Contains(System.Object value) : System.Boolean
public System.Boolean Contains(System.Object value);
public Contains(T item) : System.Boolean
public System.Boolean Contains(T item);
public CopyTo(T[] array, System.Int32 arrayIndex) : System.Void
public System.Void CopyTo(T[] array, System.Int32 arrayIndex);
public CopyTo(System.Array array, System.Int32 index) : System.Void
public System.Void CopyTo(System.Array array, System.Int32 index);
public GetEnumerator() : System.Collections.Generic.IEnumerator<T>
public System.Collections.Generic.IEnumerator<T> GetEnumerator();
public IndexOf(System.Object value) : System.Int32
public System.Int32 IndexOf(System.Object value);
public IndexOf(T item) : System.Int32
public System.Int32 IndexOf(T item);
public Insert(System.Int32 index, System.Object value) : System.Void
public System.Void Insert(System.Int32 index, System.Object value);
public Insert(System.Int32 index, T item) : System.Void
public System.Void Insert(System.Int32 index, T item);
public Remove(System.Object value) : System.Void
public System.Void Remove(System.Object value);
public Remove(T item) : System.Boolean
public System.Boolean Remove(T item);
public RemoveAt(System.Int32 index) : System.Void
public System.Void RemoveAt(System.Int32 index);
private System.Collections.IEnumerable.GetEnumerator() : System.Collections.IEnumerator
private System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator();
private static ToEntity(T prefab, Game.Prefabs.PrefabSystem prefabSystem) : Unity.Entities.Entity
private static Unity.Entities.Entity ToEntity(T prefab, Game.Prefabs.PrefabSystem prefabSystem);
private static ToPrefab(Unity.Entities.Entity entity, Game.Prefabs.PrefabSystem prefabSystem) : T
private static T ToPrefab(Unity.Entities.Entity entity, Game.Prefabs.PrefabSystem prefabSystem);
Nested types
Game.Reflection.PrefabEntityListWrapper<T>