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Game.Simulation.SewageOutletAISystem+OutletTickJob

Assembly: Game
Namespace: Game.Simulation

Type: struct sealed public

Base: System.ValueType
Implements: Unity.Entities.IJobChunk

Attributes: BurstCompile

Code

public sealed struct OutletTickJob : Unity.Entities.IJobChunk
{
    public Unity.Entities.EntityTypeHandle m_EntityType;
    public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterPipeBuildingConnection> m_BuildingConnectionType;
    public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
    public Unity.Entities.BufferTypeHandle<Game.Objects.SubObject> m_SubObjectType;
    public Unity.Entities.BufferTypeHandle<Game.Notifications.IconElement> m_IconElementType;
    public Unity.Entities.BufferTypeHandle<Game.Buildings.Efficiency> m_EfficiencyType;
    public Unity.Entities.BufferTypeHandle<Game.Buildings.InstalledUpgrade> m_InstalledUpgradeType;
    public Unity.Entities.ComponentTypeHandle<Game.Buildings.SewageOutlet> m_SewageOutletType;
    public Unity.Entities.ComponentLookup<Game.Prefabs.SewageOutletData> m_OutletDatas;
    public Unity.Entities.ComponentLookup<Game.Prefabs.SewageOutletData> m_SewageOutletDatas;
    public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_Prefabs;
    public Unity.Entities.ComponentLookup<Game.Simulation.WaterPipeEdge> m_FlowEdges;
    public Unity.Entities.ComponentLookup<Game.Simulation.WaterSourceData> m_WaterSources;
    public Game.Notifications.IconCommandBuffer m_IconCommandBuffer;
    public Game.Prefabs.WaterPipeParameterData m_Parameters;

    public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
    private System.Boolean HasNotification(Unity.Entities.DynamicBuffer<Game.Notifications.IconElement> iconElements, Unity.Entities.Entity notificationPrefab);
    private System.Void Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
    private System.Void UpdateNotification(Unity.Entities.Entity entity, Unity.Entities.Entity notificationPrefab, System.Boolean enabled, Unity.Entities.DynamicBuffer<Game.Notifications.IconElement> iconElements);
}

Fields

  • public Unity.Entities.EntityTypeHandle m_EntityType
public Unity.Entities.EntityTypeHandle m_EntityType;
  • public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterPipeBuildingConnection> m_BuildingConnectionType
public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterPipeBuildingConnection> m_BuildingConnectionType;
  • public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
  • public Unity.Entities.BufferTypeHandle<Game.Objects.SubObject> m_SubObjectType
public Unity.Entities.BufferTypeHandle<Game.Objects.SubObject> m_SubObjectType;
  • public Unity.Entities.BufferTypeHandle<Game.Notifications.IconElement> m_IconElementType
public Unity.Entities.BufferTypeHandle<Game.Notifications.IconElement> m_IconElementType;
  • public Unity.Entities.BufferTypeHandle<Game.Buildings.Efficiency> m_EfficiencyType
public Unity.Entities.BufferTypeHandle<Game.Buildings.Efficiency> m_EfficiencyType;
  • public Unity.Entities.BufferTypeHandle<Game.Buildings.InstalledUpgrade> m_InstalledUpgradeType
public Unity.Entities.BufferTypeHandle<Game.Buildings.InstalledUpgrade> m_InstalledUpgradeType;
  • public Unity.Entities.ComponentTypeHandle<Game.Buildings.SewageOutlet> m_SewageOutletType
public Unity.Entities.ComponentTypeHandle<Game.Buildings.SewageOutlet> m_SewageOutletType;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.SewageOutletData> m_OutletDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.SewageOutletData> m_OutletDatas;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.SewageOutletData> m_SewageOutletDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.SewageOutletData> m_SewageOutletDatas;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_Prefabs
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_Prefabs;
  • public Unity.Entities.ComponentLookup<Game.Simulation.WaterPipeEdge> m_FlowEdges
public Unity.Entities.ComponentLookup<Game.Simulation.WaterPipeEdge> m_FlowEdges;
  • public Unity.Entities.ComponentLookup<Game.Simulation.WaterSourceData> m_WaterSources
public Unity.Entities.ComponentLookup<Game.Simulation.WaterSourceData> m_WaterSources;
  • public Game.Notifications.IconCommandBuffer m_IconCommandBuffer
public Game.Notifications.IconCommandBuffer m_IconCommandBuffer;
  • public Game.Prefabs.WaterPipeParameterData m_Parameters
public Game.Prefabs.WaterPipeParameterData m_Parameters;

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 HasNotification(Unity.Entities.DynamicBuffer<Game.Notifications.IconElement> iconElements, Unity.Entities.Entity notificationPrefab) : System.Boolean
private System.Boolean HasNotification(Unity.Entities.DynamicBuffer<Game.Notifications.IconElement> iconElements, Unity.Entities.Entity notificationPrefab);
  • 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);
  • private UpdateNotification(Unity.Entities.Entity entity, Unity.Entities.Entity notificationPrefab, System.Boolean enabled, Unity.Entities.DynamicBuffer<Game.Notifications.IconElement> iconElements) : System.Void
private System.Void UpdateNotification(Unity.Entities.Entity entity, Unity.Entities.Entity notificationPrefab, System.Boolean enabled, Unity.Entities.DynamicBuffer<Game.Notifications.IconElement> iconElements);