Game.Rendering.PreCullingSystem+InitializeCullingJob
Assembly: Game
Namespace: Game.Rendering
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Entities.IJobChunk
Attributes: BurstCompile
Code
public sealed struct InitializeCullingJob : Unity.Entities.IJobChunk
{
public Unity.Entities.SharedComponentTypeHandle<Game.Simulation.UpdateFrame> m_UpdateFrameType;
public Unity.Entities.ComponentTypeHandle<Game.Common.Owner> m_OwnerType;
public Unity.Entities.ComponentTypeHandle<Game.Common.Updated> m_UpdatedType;
public Unity.Entities.ComponentTypeHandle<Game.Common.BatchesUpdated> m_BatchesUpdatedType;
public Unity.Entities.ComponentTypeHandle<Game.Common.Overridden> m_OverriddenType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_TransformType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Stack> m_StackType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Marker> m_ObjectMarkerType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.OutsideConnection> m_OutsideConnectionType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Unspawned> m_UnspawnedType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Node> m_NodeType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Edge> m_EdgeType;
public Unity.Entities.ComponentTypeHandle<Game.Net.NodeGeometry> m_NodeGeometryType;
public Unity.Entities.ComponentTypeHandle<Game.Net.EdgeGeometry> m_EdgeGeometryType;
public Unity.Entities.ComponentTypeHandle<Game.Net.StartNodeGeometry> m_StartNodeGeometryType;
public Unity.Entities.ComponentTypeHandle<Game.Net.EndNodeGeometry> m_EndNodeGeometryType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Composition> m_CompositionType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Orphan> m_OrphanType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Curve> m_CurveType;
public Unity.Entities.ComponentTypeHandle<Game.Net.UtilityLane> m_UtilityLaneType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Marker> m_NetMarkerType;
public Unity.Entities.ComponentTypeHandle<Game.Zones.Block> m_ZoneBlockType;
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
public Unity.Entities.BufferTypeHandle<Game.Objects.TransformFrame> m_TransformFrameType;
public Unity.Entities.ComponentTypeHandle<Game.Rendering.CullingInfo> m_CullingInfoType;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectGeometryData;
public Unity.Entities.ComponentLookup<Game.Prefabs.StackData> m_PrefabStackData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetLaneGeometryData> m_PrefabLaneGeometryData;
public Unity.Entities.ComponentLookup<Game.Prefabs.UtilityLaneData> m_PrefabUtilityLaneData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabCompositionData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionMeshRef> m_PrefabCompositionMeshRef;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionMeshData> m_PrefabCompositionMeshData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetData> m_PrefabNetData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetGeometryData> m_PrefabNetGeometryData;
public System.Boolean m_EditorMode;
public System.Boolean m_UpdateAll;
public System.Boolean m_UnspawnedVisible;
public System.Boolean m_Loaded;
public Game.Net.UtilityTypes m_DilatedUtilityTypes;
public Game.Simulation.TerrainHeightData m_TerrainHeightData;
public Unity.Collections.NativeList<Game.Rendering.PreCullingData> m_CullingData;
public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
private System.Void SetFlags(Game.Rendering.CullingInfo& cullingInfo, System.Int32 updateFrame, System.Boolean isUpdated, System.Boolean batchesUpdated, System.Boolean remove);
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.SharedComponentTypeHandle<Game.Simulation.UpdateFrame> m_UpdateFrameType
public Unity.Entities.SharedComponentTypeHandle<Game.Simulation.UpdateFrame> m_UpdateFrameType;
public Unity.Entities.ComponentTypeHandle<Game.Common.Owner> m_OwnerType
public Unity.Entities.ComponentTypeHandle<Game.Common.Owner> m_OwnerType;
public Unity.Entities.ComponentTypeHandle<Game.Common.Updated> m_UpdatedType
public Unity.Entities.ComponentTypeHandle<Game.Common.Updated> m_UpdatedType;
public Unity.Entities.ComponentTypeHandle<Game.Common.BatchesUpdated> m_BatchesUpdatedType
public Unity.Entities.ComponentTypeHandle<Game.Common.BatchesUpdated> m_BatchesUpdatedType;
public Unity.Entities.ComponentTypeHandle<Game.Common.Overridden> m_OverriddenType
public Unity.Entities.ComponentTypeHandle<Game.Common.Overridden> m_OverriddenType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_TransformType
public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_TransformType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Stack> m_StackType
public Unity.Entities.ComponentTypeHandle<Game.Objects.Stack> m_StackType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Marker> m_ObjectMarkerType
public Unity.Entities.ComponentTypeHandle<Game.Objects.Marker> m_ObjectMarkerType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.OutsideConnection> m_OutsideConnectionType
public Unity.Entities.ComponentTypeHandle<Game.Objects.OutsideConnection> m_OutsideConnectionType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Unspawned> m_UnspawnedType
public Unity.Entities.ComponentTypeHandle<Game.Objects.Unspawned> m_UnspawnedType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Node> m_NodeType
public Unity.Entities.ComponentTypeHandle<Game.Net.Node> m_NodeType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Edge> m_EdgeType
public Unity.Entities.ComponentTypeHandle<Game.Net.Edge> m_EdgeType;
public Unity.Entities.ComponentTypeHandle<Game.Net.NodeGeometry> m_NodeGeometryType
public Unity.Entities.ComponentTypeHandle<Game.Net.NodeGeometry> m_NodeGeometryType;
public Unity.Entities.ComponentTypeHandle<Game.Net.EdgeGeometry> m_EdgeGeometryType
public Unity.Entities.ComponentTypeHandle<Game.Net.EdgeGeometry> m_EdgeGeometryType;
public Unity.Entities.ComponentTypeHandle<Game.Net.StartNodeGeometry> m_StartNodeGeometryType
public Unity.Entities.ComponentTypeHandle<Game.Net.StartNodeGeometry> m_StartNodeGeometryType;
public Unity.Entities.ComponentTypeHandle<Game.Net.EndNodeGeometry> m_EndNodeGeometryType
public Unity.Entities.ComponentTypeHandle<Game.Net.EndNodeGeometry> m_EndNodeGeometryType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Composition> m_CompositionType
public Unity.Entities.ComponentTypeHandle<Game.Net.Composition> m_CompositionType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Orphan> m_OrphanType
public Unity.Entities.ComponentTypeHandle<Game.Net.Orphan> m_OrphanType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Curve> m_CurveType
public Unity.Entities.ComponentTypeHandle<Game.Net.Curve> m_CurveType;
public Unity.Entities.ComponentTypeHandle<Game.Net.UtilityLane> m_UtilityLaneType
public Unity.Entities.ComponentTypeHandle<Game.Net.UtilityLane> m_UtilityLaneType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Marker> m_NetMarkerType
public Unity.Entities.ComponentTypeHandle<Game.Net.Marker> m_NetMarkerType;
public Unity.Entities.ComponentTypeHandle<Game.Zones.Block> m_ZoneBlockType
public Unity.Entities.ComponentTypeHandle<Game.Zones.Block> m_ZoneBlockType;
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
public Unity.Entities.BufferTypeHandle<Game.Objects.TransformFrame> m_TransformFrameType
public Unity.Entities.BufferTypeHandle<Game.Objects.TransformFrame> m_TransformFrameType;
public Unity.Entities.ComponentTypeHandle<Game.Rendering.CullingInfo> m_CullingInfoType
public Unity.Entities.ComponentTypeHandle<Game.Rendering.CullingInfo> m_CullingInfoType;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectGeometryData
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectGeometryData;
public Unity.Entities.ComponentLookup<Game.Prefabs.StackData> m_PrefabStackData
public Unity.Entities.ComponentLookup<Game.Prefabs.StackData> m_PrefabStackData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetLaneGeometryData> m_PrefabLaneGeometryData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetLaneGeometryData> m_PrefabLaneGeometryData;
public Unity.Entities.ComponentLookup<Game.Prefabs.UtilityLaneData> m_PrefabUtilityLaneData
public Unity.Entities.ComponentLookup<Game.Prefabs.UtilityLaneData> m_PrefabUtilityLaneData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabCompositionData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabCompositionData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionMeshRef> m_PrefabCompositionMeshRef
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionMeshRef> m_PrefabCompositionMeshRef;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionMeshData> m_PrefabCompositionMeshData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionMeshData> m_PrefabCompositionMeshData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetData> m_PrefabNetData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetData> m_PrefabNetData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetGeometryData> m_PrefabNetGeometryData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetGeometryData> m_PrefabNetGeometryData;
public System.Boolean m_EditorMode
public System.Boolean m_EditorMode;
public System.Boolean m_UpdateAll
public System.Boolean m_UpdateAll;
public System.Boolean m_UnspawnedVisible
public System.Boolean m_UnspawnedVisible;
public System.Boolean m_Loaded
public System.Boolean m_Loaded;
public Game.Net.UtilityTypes m_DilatedUtilityTypes
public Game.Net.UtilityTypes m_DilatedUtilityTypes;
public Game.Simulation.TerrainHeightData m_TerrainHeightData
public Game.Simulation.TerrainHeightData m_TerrainHeightData;
public Unity.Collections.NativeList<Game.Rendering.PreCullingData> m_CullingData
public Unity.Collections.NativeList<Game.Rendering.PreCullingData> m_CullingData;
Methods
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 SetFlags(Game.Rendering.CullingInfo& cullingInfo, System.Int32 updateFrame, System.Boolean isUpdated, System.Boolean batchesUpdated, System.Boolean remove) : System.Void
private System.Void SetFlags(Game.Rendering.CullingInfo& cullingInfo, System.Int32 updateFrame, System.Boolean isUpdated, System.Boolean batchesUpdated, System.Boolean remove);
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);