Game.Simulation.GraduationSystem+GraduationJob
Assembly: Game
Namespace: Game.Simulation
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Entities.IJobChunk
Attributes: BurstCompile
Code
public sealed struct GraduationJob : Unity.Entities.IJobChunk
{
public Unity.Entities.EntityTypeHandle m_EntityType;
public Unity.Entities.SharedComponentTypeHandle<Game.Simulation.UpdateFrame> m_UpdateFrameType;
public Unity.Entities.ComponentTypeHandle<Game.Citizens.Student> m_StudentType;
public Unity.Entities.ComponentTypeHandle<Game.Citizens.Citizen> m_CitizenType;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_Prefabs;
public Unity.Entities.ComponentLookup<Game.Prefabs.SchoolData> m_SchoolDatas;
public Unity.Entities.ComponentLookup<Game.Citizens.TravelPurpose> m_Purposes;
public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades;
public Unity.Entities.BufferLookup<Game.City.CityModifier> m_CityModifiers;
public Unity.Entities.BufferLookup<Game.Buildings.Efficiency> m_BuildingEfficiencies;
public Unity.Entities.BufferLookup<Game.City.ServiceFee> m_Fees;
public Unity.Collections.NativeQueue<Game.Triggers.TriggerAction> m_TriggerBuffer;
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;
public Game.Prefabs.EconomyParameterData m_EconomyParameters;
public Game.Common.TimeData m_TimeData;
public Game.Common.RandomSeed m_RandomSeed;
public System.UInt32 m_SimulationFrame;
public Unity.Entities.Entity m_City;
public System.UInt32 m_UpdateFrameIndex;
public System.Int32 m_DebugFastGraduationLevel;
public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
private System.Void LeaveSchool(System.Int32 chunkIndex, Unity.Entities.Entity entity, Unity.Entities.Entity school);
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.Student> m_StudentType
public Unity.Entities.ComponentTypeHandle<Game.Citizens.Student> m_StudentType;
public Unity.Entities.ComponentTypeHandle<Game.Citizens.Citizen> m_CitizenType
public Unity.Entities.ComponentTypeHandle<Game.Citizens.Citizen> m_CitizenType;
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.TravelPurpose> m_Purposes
public Unity.Entities.ComponentLookup<Game.Citizens.TravelPurpose> m_Purposes;
public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades
public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades;
public Unity.Entities.BufferLookup<Game.City.CityModifier> m_CityModifiers
public Unity.Entities.BufferLookup<Game.City.CityModifier> m_CityModifiers;
public Unity.Entities.BufferLookup<Game.Buildings.Efficiency> m_BuildingEfficiencies
public Unity.Entities.BufferLookup<Game.Buildings.Efficiency> m_BuildingEfficiencies;
public Unity.Entities.BufferLookup<Game.City.ServiceFee> m_Fees
public Unity.Entities.BufferLookup<Game.City.ServiceFee> m_Fees;
public Unity.Collections.NativeQueue<Game.Triggers.TriggerAction> m_TriggerBuffer
public Unity.Collections.NativeQueue<Game.Triggers.TriggerAction> m_TriggerBuffer;
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;
public Game.Prefabs.EconomyParameterData m_EconomyParameters
public Game.Prefabs.EconomyParameterData m_EconomyParameters;
public Game.Common.TimeData m_TimeData
public Game.Common.TimeData m_TimeData;
public Game.Common.RandomSeed m_RandomSeed
public Game.Common.RandomSeed m_RandomSeed;
public System.UInt32 m_SimulationFrame
public System.UInt32 m_SimulationFrame;
public Unity.Entities.Entity m_City
public Unity.Entities.Entity m_City;
public System.UInt32 m_UpdateFrameIndex
public System.UInt32 m_UpdateFrameIndex;
public System.Int32 m_DebugFastGraduationLevel
public System.Int32 m_DebugFastGraduationLevel;
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 LeaveSchool(System.Int32 chunkIndex, Unity.Entities.Entity entity, Unity.Entities.Entity school) : System.Void
private System.Void LeaveSchool(System.Int32 chunkIndex, Unity.Entities.Entity entity, Unity.Entities.Entity school);
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);