Game.Simulation.ServiceCoverageSystem+ProcessCoverageJob
Assembly: Game
Namespace: Game.Simulation
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Jobs.IJobParallelForDefer
Attributes: BurstCompile
Code
public sealed struct ProcessCoverageJob : Unity.Jobs.IJobParallelForDefer
{
public System.Int32 m_CoverageIndex;
public Unity.Collections.NativeList<Game.Simulation.ServiceCoverageSystem+BuildingData> m_BuildingData;
public Unity.Collections.NativeList<Game.Simulation.ServiceCoverageSystem+CoverageElement> m_Elements;
public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData;
public Unity.Entities.ComponentLookup<Game.Net.Density> m_DensityData;
public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_TempData;
public Unity.Entities.ComponentLookup<Game.Buildings.ModifiedServiceCoverage> m_ModifiedServiceCoverageData;
public Unity.Entities.ComponentLookup<Game.Areas.BorderDistrict> m_BorderDistrictData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.CoverageData> m_PrefabCoverageData;
public Unity.Entities.BufferLookup<Game.Pathfind.CoverageElement> m_CoverageElements;
public Unity.Entities.BufferLookup<Game.Areas.ServiceDistrict> m_ServiceDistricts;
public Unity.Entities.BufferLookup<Game.Buildings.Efficiency> m_Efficiencies;
public Unity.Entities.BufferLookup<Game.Net.ServiceCoverage> m_CoverageData;
public System.Void Execute(System.Int32 index);
}
Fields
public System.Int32 m_CoverageIndex
public System.Int32 m_CoverageIndex;
public Unity.Collections.NativeList<Game.Simulation.ServiceCoverageSystem+BuildingData> m_BuildingData
public Unity.Collections.NativeList<Game.Simulation.ServiceCoverageSystem+BuildingData> m_BuildingData;
public Unity.Collections.NativeList<Game.Simulation.ServiceCoverageSystem+CoverageElement> m_Elements
public Unity.Collections.NativeList<Game.Simulation.ServiceCoverageSystem+CoverageElement> m_Elements;
public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData
public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData;
public Unity.Entities.ComponentLookup<Game.Net.Density> m_DensityData
public Unity.Entities.ComponentLookup<Game.Net.Density> m_DensityData;
public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_TempData
public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_TempData;
public Unity.Entities.ComponentLookup<Game.Buildings.ModifiedServiceCoverage> m_ModifiedServiceCoverageData
public Unity.Entities.ComponentLookup<Game.Buildings.ModifiedServiceCoverage> m_ModifiedServiceCoverageData;
public Unity.Entities.ComponentLookup<Game.Areas.BorderDistrict> m_BorderDistrictData
public Unity.Entities.ComponentLookup<Game.Areas.BorderDistrict> m_BorderDistrictData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.ComponentLookup<Game.Prefabs.CoverageData> m_PrefabCoverageData
public Unity.Entities.ComponentLookup<Game.Prefabs.CoverageData> m_PrefabCoverageData;
public Unity.Entities.BufferLookup<Game.Pathfind.CoverageElement> m_CoverageElements
public Unity.Entities.BufferLookup<Game.Pathfind.CoverageElement> m_CoverageElements;
public Unity.Entities.BufferLookup<Game.Areas.ServiceDistrict> m_ServiceDistricts
public Unity.Entities.BufferLookup<Game.Areas.ServiceDistrict> m_ServiceDistricts;
public Unity.Entities.BufferLookup<Game.Buildings.Efficiency> m_Efficiencies
public Unity.Entities.BufferLookup<Game.Buildings.Efficiency> m_Efficiencies;
public Unity.Entities.BufferLookup<Game.Net.ServiceCoverage> m_CoverageData
public Unity.Entities.BufferLookup<Game.Net.ServiceCoverage> m_CoverageData;
Methods
public Execute(System.Int32 index) : System.Void
public System.Void Execute(System.Int32 index);