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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 PrefabEntityListWrapper1(Unity.Collections.NativeList underlyingList, 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>