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Game.Simulation.ApplyToSchoolSystem+ApplyToSchoolJob

Assembly: Game
Namespace: Game.Simulation

Type: struct sealed public

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

Attributes: BurstCompile

Code

public sealed struct ApplyToSchoolJob : Unity.Entities.IJobChunk
{
    public Unity.Entities.EntityTypeHandle m_EntityType;
    public Unity.Entities.SharedComponentTypeHandle<Game.Simulation.UpdateFrame> m_UpdateFrameType;
    public Unity.Entities.ComponentTypeHandle<Game.Citizens.Citizen> m_CitizenType;
    public Unity.Entities.ComponentTypeHandle<Game.Citizens.Worker> m_WorkerType;
    public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_Prefabs;
    public Unity.Entities.ComponentLookup<Game.Prefabs.SchoolData> m_SchoolDatas;
    public Unity.Entities.ComponentLookup<Game.Citizens.HouseholdMember> m_HouseholdMembers;
    public Unity.Entities.ComponentLookup<Game.Citizens.Household> m_HouseholdDatas;
    public Unity.Entities.BufferLookup<Game.Economy.Resources> m_Resources;
    public Unity.Entities.ComponentLookup<Game.Buildings.PropertyRenter> m_PropertyRenters;
    public Unity.Entities.BufferLookup<Game.City.CityModifier> m_CityModifiers;
    public Unity.Entities.BufferLookup<Game.City.ServiceFee> m_Fees;
    public Unity.Entities.ComponentLookup<Game.Citizens.TouristHousehold> m_TouristHouseholds;
    public Unity.Entities.ComponentLookup<Game.Agents.MovingAway> m_MovingAways;
    public Unity.Entities.ComponentLookup<Game.Citizens.SchoolSeekerCooldown> m_SchoolSeekerCooldowns;
    public Game.Common.RandomSeed m_RandomSeed;
    public System.UInt32 m_UpdateFrameIndex;
    public Unity.Entities.Entity m_City;
    public System.UInt32 m_SimulationFrame;
    public Game.Prefabs.EconomyParameterData m_EconomyParameters;
    public Game.Prefabs.EducationParameterData m_EducationParameters;
    public Game.Common.TimeData m_TimeData;
    public System.Boolean m_DebugFastApplySchool;
    public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;

    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.SharedComponentTypeHandle<Game.Simulation.UpdateFrame> m_UpdateFrameType
public Unity.Entities.SharedComponentTypeHandle<Game.Simulation.UpdateFrame> m_UpdateFrameType;
  • public Unity.Entities.ComponentTypeHandle<Game.Citizens.Citizen> m_CitizenType
public Unity.Entities.ComponentTypeHandle<Game.Citizens.Citizen> m_CitizenType;
  • public Unity.Entities.ComponentTypeHandle<Game.Citizens.Worker> m_WorkerType
public Unity.Entities.ComponentTypeHandle<Game.Citizens.Worker> m_WorkerType;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_Prefabs
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_Prefabs;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.SchoolData> m_SchoolDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.SchoolData> m_SchoolDatas;
  • public Unity.Entities.ComponentLookup<Game.Citizens.HouseholdMember> m_HouseholdMembers
public Unity.Entities.ComponentLookup<Game.Citizens.HouseholdMember> m_HouseholdMembers;
  • public Unity.Entities.ComponentLookup<Game.Citizens.Household> m_HouseholdDatas
public Unity.Entities.ComponentLookup<Game.Citizens.Household> m_HouseholdDatas;
  • public Unity.Entities.BufferLookup<Game.Economy.Resources> m_Resources
public Unity.Entities.BufferLookup<Game.Economy.Resources> m_Resources;
  • public Unity.Entities.ComponentLookup<Game.Buildings.PropertyRenter> m_PropertyRenters
public Unity.Entities.ComponentLookup<Game.Buildings.PropertyRenter> m_PropertyRenters;
  • public Unity.Entities.BufferLookup<Game.City.CityModifier> m_CityModifiers
public Unity.Entities.BufferLookup<Game.City.CityModifier> m_CityModifiers;
  • public Unity.Entities.BufferLookup<Game.City.ServiceFee> m_Fees
public Unity.Entities.BufferLookup<Game.City.ServiceFee> m_Fees;
  • public Unity.Entities.ComponentLookup<Game.Citizens.TouristHousehold> m_TouristHouseholds
public Unity.Entities.ComponentLookup<Game.Citizens.TouristHousehold> m_TouristHouseholds;
  • public Unity.Entities.ComponentLookup<Game.Agents.MovingAway> m_MovingAways
public Unity.Entities.ComponentLookup<Game.Agents.MovingAway> m_MovingAways;
  • public Unity.Entities.ComponentLookup<Game.Citizens.SchoolSeekerCooldown> m_SchoolSeekerCooldowns
public Unity.Entities.ComponentLookup<Game.Citizens.SchoolSeekerCooldown> m_SchoolSeekerCooldowns;
  • public Game.Common.RandomSeed m_RandomSeed
public Game.Common.RandomSeed m_RandomSeed;
  • public System.UInt32 m_UpdateFrameIndex
public System.UInt32 m_UpdateFrameIndex;
  • public Unity.Entities.Entity m_City
public Unity.Entities.Entity m_City;
  • public System.UInt32 m_SimulationFrame
public System.UInt32 m_SimulationFrame;
  • public Game.Prefabs.EconomyParameterData m_EconomyParameters
public Game.Prefabs.EconomyParameterData m_EconomyParameters;
  • public Game.Prefabs.EducationParameterData m_EducationParameters
public Game.Prefabs.EducationParameterData m_EducationParameters;
  • public Game.Common.TimeData m_TimeData
public Game.Common.TimeData m_TimeData;
  • public System.Boolean m_DebugFastApplySchool
public System.Boolean m_DebugFastApplySchool;
  • public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;

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);