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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);