Game.Simulation.WaterPipePollutionSystem+EdgePollutionJob
Assembly: Game
Namespace: Game.Simulation
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Entities.IJobChunk
Attributes: BurstCompile
Code
public sealed struct EdgePollutionJob : Unity.Entities.IJobChunk
{
public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterPipeEdge> m_FlowEdgeType;
public Unity.Entities.ComponentLookup<Game.Simulation.WaterPipeNode> m_FlowNodes;
public Unity.Entities.Entity m_SourceNode;
public System.Boolean m_Purify;
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.ComponentTypeHandle<Game.Simulation.WaterPipeEdge> m_FlowEdgeType
public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterPipeEdge> m_FlowEdgeType;
public Unity.Entities.ComponentLookup<Game.Simulation.WaterPipeNode> m_FlowNodes
public Unity.Entities.ComponentLookup<Game.Simulation.WaterPipeNode> m_FlowNodes;
public Unity.Entities.Entity m_SourceNode
public Unity.Entities.Entity m_SourceNode;
public System.Boolean m_Purify
public System.Boolean m_Purify;
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);