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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);