Game.Serialization.ConnectedFlowEdgeSystem+ConnectedFlowEdgeJob
Assembly: Game
Namespace: Game.Serialization
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Entities.IJobChunk
Attributes: BurstCompile
Code
public sealed struct ConnectedFlowEdgeJob : Unity.Entities.IJobChunk
{
public Unity.Entities.EntityTypeHandle m_EntityType;
public Unity.Entities.ComponentTypeHandle<Game.Simulation.ElectricityFlowEdge> m_ElectricityFlowEdgeType;
public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterPipeEdge> m_WaterPipeEdgeType;
public Unity.Entities.BufferLookup<Game.Simulation.ConnectedFlowEdge> m_ConnectedFlowEdges;
public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
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.EntityTypeHandle m_EntityType
public Unity.Entities.EntityTypeHandle m_EntityType;
public Unity.Entities.ComponentTypeHandle<Game.Simulation.ElectricityFlowEdge> m_ElectricityFlowEdgeType
public Unity.Entities.ComponentTypeHandle<Game.Simulation.ElectricityFlowEdge> m_ElectricityFlowEdgeType;
public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterPipeEdge> m_WaterPipeEdgeType
public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterPipeEdge> m_WaterPipeEdgeType;
public Unity.Entities.BufferLookup<Game.Simulation.ConnectedFlowEdge> m_ConnectedFlowEdges
public Unity.Entities.BufferLookup<Game.Simulation.ConnectedFlowEdge> m_ConnectedFlowEdges;
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 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);