Game.Simulation.WaterPipePollutionSystem+NodePollutionJob
Assembly: Game
Namespace: Game.Simulation
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Entities.IJobChunk
Attributes: BurstCompile
Code
public sealed struct NodePollutionJob : Unity.Entities.IJobChunk
{
public Unity.Entities.EntityTypeHandle m_EntityType;
public Unity.Entities.BufferTypeHandle<Game.Simulation.ConnectedFlowEdge> m_FlowConnectionType;
public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterPipeNode> m_NodeType;
public Unity.Entities.ComponentLookup<Game.Simulation.WaterPipeEdge> m_FlowEdges;
public System.Single m_StaleWaterPipePurification;
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.EntityTypeHandle m_EntityType
public Unity.Entities.EntityTypeHandle m_EntityType;
public Unity.Entities.BufferTypeHandle<Game.Simulation.ConnectedFlowEdge> m_FlowConnectionType
public Unity.Entities.BufferTypeHandle<Game.Simulation.ConnectedFlowEdge> m_FlowConnectionType;
public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterPipeNode> m_NodeType
public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterPipeNode> m_NodeType;
public Unity.Entities.ComponentLookup<Game.Simulation.WaterPipeEdge> m_FlowEdges
public Unity.Entities.ComponentLookup<Game.Simulation.WaterPipeEdge> m_FlowEdges;
public System.Single m_StaleWaterPipePurification
public System.Single m_StaleWaterPipePurification;
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);