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);