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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);