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Game.Simulation.CityModifierUpdateSystem+CityModifierRefreshData

Assembly: Game
Namespace: Game.Simulation

Type: struct sealed public

Base: System.ValueType

Code

public sealed struct CityModifierRefreshData
{
    public Unity.Entities.BufferTypeHandle<Game.Buildings.Efficiency> m_BuildingEfficiencyType;
    public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
    public Unity.Entities.BufferTypeHandle<Game.Buildings.InstalledUpgrade> m_InstalledUpgradeType;
    public Unity.Entities.ComponentTypeHandle<Game.Buildings.Signature> m_SignatureType;
    public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.PolicySliderData> m_PolicySliderData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.CityOptionData> m_CityOptionData;
    public Unity.Entities.BufferLookup<Game.Prefabs.CityModifierData> m_CityModifierData;

    public CityModifierRefreshData(Unity.Entities.SystemBase system);

    private static System.Void AddModifier(Unity.Entities.DynamicBuffer<Game.City.CityModifier> modifiers, Game.Prefabs.CityModifierData modifierData, System.Single delta);
    private System.Void AddToTempList(Unity.Collections.NativeList<Game.Prefabs.CityModifierData> tempModifierList, Unity.Entities.DynamicBuffer<Game.Buildings.InstalledUpgrade> upgrades);
    public System.Void RefreshCityModifiers(Unity.Entities.DynamicBuffer<Game.City.CityModifier> modifiers, Unity.Entities.DynamicBuffer<Game.Policies.Policy> policies, Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> effectProviderChunks, Unity.Collections.NativeList<Game.Prefabs.CityModifierData> tempModifierList);
    public System.Void RefreshCityOptions(Game.City.City& city, Unity.Entities.DynamicBuffer<Game.Policies.Policy> policies);
    public System.Void Update(Unity.Entities.SystemBase system);
}

Fields

  • public Unity.Entities.BufferTypeHandle<Game.Buildings.Efficiency> m_BuildingEfficiencyType
public Unity.Entities.BufferTypeHandle<Game.Buildings.Efficiency> m_BuildingEfficiencyType;
  • public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
  • public Unity.Entities.BufferTypeHandle<Game.Buildings.InstalledUpgrade> m_InstalledUpgradeType
public Unity.Entities.BufferTypeHandle<Game.Buildings.InstalledUpgrade> m_InstalledUpgradeType;
  • public Unity.Entities.ComponentTypeHandle<Game.Buildings.Signature> m_SignatureType
public Unity.Entities.ComponentTypeHandle<Game.Buildings.Signature> m_SignatureType;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.PolicySliderData> m_PolicySliderData
public Unity.Entities.ComponentLookup<Game.Prefabs.PolicySliderData> m_PolicySliderData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.CityOptionData> m_CityOptionData
public Unity.Entities.ComponentLookup<Game.Prefabs.CityOptionData> m_CityOptionData;
  • public Unity.Entities.BufferLookup<Game.Prefabs.CityModifierData> m_CityModifierData
public Unity.Entities.BufferLookup<Game.Prefabs.CityModifierData> m_CityModifierData;

Constructors

  • public CityModifierRefreshData(Unity.Entities.SystemBase system)
public CityModifierRefreshData(Unity.Entities.SystemBase system);

Methods

  • private static AddModifier(Unity.Entities.DynamicBuffer<Game.City.CityModifier> modifiers, Game.Prefabs.CityModifierData modifierData, System.Single delta) : System.Void
private static System.Void AddModifier(Unity.Entities.DynamicBuffer<Game.City.CityModifier> modifiers, Game.Prefabs.CityModifierData modifierData, System.Single delta);
  • private AddToTempList(Unity.Collections.NativeList<Game.Prefabs.CityModifierData> tempModifierList, Unity.Entities.DynamicBuffer<Game.Buildings.InstalledUpgrade> upgrades) : System.Void
private System.Void AddToTempList(Unity.Collections.NativeList<Game.Prefabs.CityModifierData> tempModifierList, Unity.Entities.DynamicBuffer<Game.Buildings.InstalledUpgrade> upgrades);
  • public RefreshCityModifiers(Unity.Entities.DynamicBuffer<Game.City.CityModifier> modifiers, Unity.Entities.DynamicBuffer<Game.Policies.Policy> policies, Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> effectProviderChunks, Unity.Collections.NativeList<Game.Prefabs.CityModifierData> tempModifierList) : System.Void
public System.Void RefreshCityModifiers(Unity.Entities.DynamicBuffer<Game.City.CityModifier> modifiers, Unity.Entities.DynamicBuffer<Game.Policies.Policy> policies, Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> effectProviderChunks, Unity.Collections.NativeList<Game.Prefabs.CityModifierData> tempModifierList);
  • public RefreshCityOptions(Game.City.City& city, Unity.Entities.DynamicBuffer<Game.Policies.Policy> policies) : System.Void
public System.Void RefreshCityOptions(Game.City.City& city, Unity.Entities.DynamicBuffer<Game.Policies.Policy> policies);
  • public Update(Unity.Entities.SystemBase system) : System.Void
public System.Void Update(Unity.Entities.SystemBase system);