Game.Serialization.LifepathEntrySystem+FixLifepathChirpReferencesJob
Assembly: Game
Namespace: Game.Serialization
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Entities.IJobChunk
Code
public sealed struct FixLifepathChirpReferencesJob : Unity.Entities.IJobChunk
{
public Unity.Entities.EntityTypeHandle m_EntityTypeHandle;
public Unity.Entities.ComponentTypeHandle<Game.Triggers.Chirp> m_ChirpType;
public Unity.Entities.BufferLookup<Game.Triggers.LifePathEntry> m_EntryDatas;
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;
private System.Boolean Contains(Unity.Entities.DynamicBuffer<Game.Triggers.LifePathEntry> entries, Unity.Entities.Entity chirp);
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_EntityTypeHandle
public Unity.Entities.EntityTypeHandle m_EntityTypeHandle;
public Unity.Entities.ComponentTypeHandle<Game.Triggers.Chirp> m_ChirpType
public Unity.Entities.ComponentTypeHandle<Game.Triggers.Chirp> m_ChirpType;
public Unity.Entities.BufferLookup<Game.Triggers.LifePathEntry> m_EntryDatas
public Unity.Entities.BufferLookup<Game.Triggers.LifePathEntry> m_EntryDatas;
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;
Methods
private Contains(Unity.Entities.DynamicBuffer<Game.Triggers.LifePathEntry> entries, Unity.Entities.Entity chirp) : System.Boolean
private System.Boolean Contains(Unity.Entities.DynamicBuffer<Game.Triggers.LifePathEntry> entries, Unity.Entities.Entity chirp);
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);