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Game.Simulation.AdjustElectricityConsumptionSystem+AdjustElectricityConsumptionJob

Assembly: Game
Namespace: Game.Simulation

Type: struct sealed public

Base: System.ValueType
Implements: Unity.Entities.IJobChunk

Attributes: BurstCompile

Code

public sealed struct AdjustElectricityConsumptionJob : Unity.Entities.IJobChunk
{
    public Unity.Entities.SharedComponentTypeHandle<Game.Simulation.UpdateFrame> m_UpdateFrameType;
    public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
    public Unity.Entities.ComponentTypeHandle<Game.Buildings.Building> m_BuildingType;
    public Unity.Entities.ComponentTypeHandle<Game.City.CityServiceUpkeep> m_CityServiceType;
    public Unity.Entities.BufferTypeHandle<Game.Buildings.InstalledUpgrade> m_UpgradeType;
    public Unity.Entities.ComponentTypeHandle<Game.Simulation.ElectricityBuildingConnection> m_BuildingConnectionType;
    public Unity.Entities.ComponentTypeHandle<Game.Areas.CurrentDistrict> m_CurrentDistrictType;
    public Unity.Entities.BufferTypeHandle<Game.Buildings.Renter> m_RenterType;
    public Unity.Entities.ComponentTypeHandle<Game.Buildings.Park> m_ParkType;
    public Unity.Entities.ComponentTypeHandle<Game.Buildings.StorageProperty> m_StoragePropertyType;
    public Unity.Entities.ComponentTypeHandle<Game.Buildings.ElectricityConsumer> m_ConsumerType;
    public Unity.Entities.BufferTypeHandle<Game.Buildings.Efficiency> m_EfficiencyType;
    public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_Prefabs;
    public Unity.Entities.ComponentLookup<Game.Prefabs.ConsumptionData> m_ServiceConsumption;
    public Unity.Entities.BufferLookup<Game.City.ServiceFee> m_Fees;
    public Unity.Entities.BufferLookup<Game.Citizens.HouseholdCitizen> m_HouseholdCitizens;
    public Unity.Entities.BufferLookup<Game.Companies.Employee> m_Employees;
    public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_SpawnableDatas;
    public Unity.Entities.ComponentLookup<Game.Citizens.Citizen> m_Citizens;
    public Unity.Entities.BufferLookup<Game.Areas.DistrictModifier> m_DistrictModifiers;
    public Unity.Entities.ComponentLookup<Game.Simulation.ElectricityFlowEdge> m_FlowEdges;
    public Unity.Collections.NativeQueue<Unity.Entities.Entity> m_UpdatedEdges;
    public Game.Prefabs.ServiceFeeParameterData m_FeeParameters;
    public Game.Prefabs.BuildingEfficiencyParameterData m_EfficiencyParameters;
    public Game.Common.RandomSeed m_RandomSeed;
    public Unity.Entities.Entity m_City;
    public System.Single m_TemperatureMultiplier;
    public System.UInt32 m_UpdateFrameIndex;

    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.SharedComponentTypeHandle<Game.Simulation.UpdateFrame> m_UpdateFrameType
public Unity.Entities.SharedComponentTypeHandle<Game.Simulation.UpdateFrame> m_UpdateFrameType;
  • public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
  • public Unity.Entities.ComponentTypeHandle<Game.Buildings.Building> m_BuildingType
public Unity.Entities.ComponentTypeHandle<Game.Buildings.Building> m_BuildingType;
  • public Unity.Entities.ComponentTypeHandle<Game.City.CityServiceUpkeep> m_CityServiceType
public Unity.Entities.ComponentTypeHandle<Game.City.CityServiceUpkeep> m_CityServiceType;
  • public Unity.Entities.BufferTypeHandle<Game.Buildings.InstalledUpgrade> m_UpgradeType
public Unity.Entities.BufferTypeHandle<Game.Buildings.InstalledUpgrade> m_UpgradeType;
  • public Unity.Entities.ComponentTypeHandle<Game.Simulation.ElectricityBuildingConnection> m_BuildingConnectionType
public Unity.Entities.ComponentTypeHandle<Game.Simulation.ElectricityBuildingConnection> m_BuildingConnectionType;
  • public Unity.Entities.ComponentTypeHandle<Game.Areas.CurrentDistrict> m_CurrentDistrictType
public Unity.Entities.ComponentTypeHandle<Game.Areas.CurrentDistrict> m_CurrentDistrictType;
  • public Unity.Entities.BufferTypeHandle<Game.Buildings.Renter> m_RenterType
public Unity.Entities.BufferTypeHandle<Game.Buildings.Renter> m_RenterType;
  • public Unity.Entities.ComponentTypeHandle<Game.Buildings.Park> m_ParkType
public Unity.Entities.ComponentTypeHandle<Game.Buildings.Park> m_ParkType;
  • public Unity.Entities.ComponentTypeHandle<Game.Buildings.StorageProperty> m_StoragePropertyType
public Unity.Entities.ComponentTypeHandle<Game.Buildings.StorageProperty> m_StoragePropertyType;
  • public Unity.Entities.ComponentTypeHandle<Game.Buildings.ElectricityConsumer> m_ConsumerType
public Unity.Entities.ComponentTypeHandle<Game.Buildings.ElectricityConsumer> m_ConsumerType;
  • public Unity.Entities.BufferTypeHandle<Game.Buildings.Efficiency> m_EfficiencyType
public Unity.Entities.BufferTypeHandle<Game.Buildings.Efficiency> m_EfficiencyType;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_Prefabs
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_Prefabs;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.ConsumptionData> m_ServiceConsumption
public Unity.Entities.ComponentLookup<Game.Prefabs.ConsumptionData> m_ServiceConsumption;
  • public Unity.Entities.BufferLookup<Game.City.ServiceFee> m_Fees
public Unity.Entities.BufferLookup<Game.City.ServiceFee> m_Fees;
  • public Unity.Entities.BufferLookup<Game.Citizens.HouseholdCitizen> m_HouseholdCitizens
public Unity.Entities.BufferLookup<Game.Citizens.HouseholdCitizen> m_HouseholdCitizens;
  • public Unity.Entities.BufferLookup<Game.Companies.Employee> m_Employees
public Unity.Entities.BufferLookup<Game.Companies.Employee> m_Employees;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_SpawnableDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_SpawnableDatas;
  • public Unity.Entities.ComponentLookup<Game.Citizens.Citizen> m_Citizens
public Unity.Entities.ComponentLookup<Game.Citizens.Citizen> m_Citizens;
  • public Unity.Entities.BufferLookup<Game.Areas.DistrictModifier> m_DistrictModifiers
public Unity.Entities.BufferLookup<Game.Areas.DistrictModifier> m_DistrictModifiers;
  • public Unity.Entities.ComponentLookup<Game.Simulation.ElectricityFlowEdge> m_FlowEdges
public Unity.Entities.ComponentLookup<Game.Simulation.ElectricityFlowEdge> m_FlowEdges;
  • public Unity.Collections.NativeQueue<Unity.Entities.Entity> m_UpdatedEdges
public Unity.Collections.NativeQueue<Unity.Entities.Entity> m_UpdatedEdges;
  • public Game.Prefabs.ServiceFeeParameterData m_FeeParameters
public Game.Prefabs.ServiceFeeParameterData m_FeeParameters;
  • public Game.Prefabs.BuildingEfficiencyParameterData m_EfficiencyParameters
public Game.Prefabs.BuildingEfficiencyParameterData m_EfficiencyParameters;
  • public Game.Common.RandomSeed m_RandomSeed
public Game.Common.RandomSeed m_RandomSeed;
  • public Unity.Entities.Entity m_City
public Unity.Entities.Entity m_City;
  • public System.Single m_TemperatureMultiplier
public System.Single m_TemperatureMultiplier;
  • public System.UInt32 m_UpdateFrameIndex
public System.UInt32 m_UpdateFrameIndex;

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);