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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);