Game.Simulation.AdjustWaterConsumptionSystem+AdjustWaterConsumptionJob
Assembly: Game
Namespace: Game.Simulation
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Entities.IJobChunk
Attributes: BurstCompile
Code
public sealed struct AdjustWaterConsumptionJob : 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.WaterPipeBuildingConnection> m_BuildingConnectionType;
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.WaterConsumer> 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.ComponentLookup<Game.Simulation.WaterPipeEdge> 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.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.WaterPipeBuildingConnection> m_BuildingConnectionType
public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterPipeBuildingConnection> m_BuildingConnectionType;
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.WaterConsumer> m_ConsumerType
public Unity.Entities.ComponentTypeHandle<Game.Buildings.WaterConsumer> 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.ComponentLookup<Game.Simulation.WaterPipeEdge> m_FlowEdges
public Unity.Entities.ComponentLookup<Game.Simulation.WaterPipeEdge> 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.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);