Game.Simulation.WaterPumpingStationAISystem+PumpTickJob
Assembly: Game
Namespace: Game.Simulation
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Entities.IJobChunk
Attributes: BurstCompile
Code
public sealed struct PumpTickJob : Unity.Entities.IJobChunk
{
public Unity.Entities.EntityTypeHandle m_EntityType;
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_TransformType;
public Unity.Entities.BufferTypeHandle<Game.Objects.SubObject> m_SubObjectType;
public Unity.Entities.BufferTypeHandle<Game.Buildings.InstalledUpgrade> m_InstalledUpgradeType;
public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterPipeBuildingConnection> m_BuildingConnectionType;
public Unity.Entities.BufferTypeHandle<Game.Notifications.IconElement> m_IconElementType;
public Unity.Entities.ComponentTypeHandle<Game.Buildings.WaterPumpingStation> m_WaterPumpingStationType;
public Unity.Entities.ComponentTypeHandle<Game.Buildings.SewageOutlet> m_SewageOutletType;
public Unity.Entities.BufferTypeHandle<Game.Buildings.Efficiency> m_EfficiencyType;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_Prefabs;
public Unity.Entities.ComponentLookup<Game.Prefabs.WaterPumpingStationData> m_PumpDatas;
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_Transforms;
public Unity.Entities.ComponentLookup<Game.Simulation.WaterSourceData> m_WaterSources;
public Unity.Entities.ComponentLookup<Game.Simulation.WaterPipeEdge> m_FlowEdges;
public Game.Simulation.WaterSurfaceData m_WaterSurfaceData;
public Unity.Collections.NativeArray<Game.Simulation.GroundWater> m_GroundWaterMap;
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.Prefabs.PrefabRef> m_PrefabType
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_TransformType
public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_TransformType;
public Unity.Entities.BufferTypeHandle<Game.Objects.SubObject> m_SubObjectType
public Unity.Entities.BufferTypeHandle<Game.Objects.SubObject> m_SubObjectType;
public Unity.Entities.BufferTypeHandle<Game.Buildings.InstalledUpgrade> m_InstalledUpgradeType
public Unity.Entities.BufferTypeHandle<Game.Buildings.InstalledUpgrade> m_InstalledUpgradeType;
public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterPipeBuildingConnection> m_BuildingConnectionType
public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterPipeBuildingConnection> m_BuildingConnectionType;
public Unity.Entities.BufferTypeHandle<Game.Notifications.IconElement> m_IconElementType
public Unity.Entities.BufferTypeHandle<Game.Notifications.IconElement> m_IconElementType;
public Unity.Entities.ComponentTypeHandle<Game.Buildings.WaterPumpingStation> m_WaterPumpingStationType
public Unity.Entities.ComponentTypeHandle<Game.Buildings.WaterPumpingStation> m_WaterPumpingStationType;
public Unity.Entities.ComponentTypeHandle<Game.Buildings.SewageOutlet> m_SewageOutletType
public Unity.Entities.ComponentTypeHandle<Game.Buildings.SewageOutlet> m_SewageOutletType;
public Unity.Entities.BufferTypeHandle<Game.Buildings.Efficiency> m_EfficiencyType
public Unity.Entities.BufferTypeHandle<Game.Buildings.Efficiency> m_EfficiencyType;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_Prefabs
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_Prefabs;
public Unity.Entities.ComponentLookup<Game.Prefabs.WaterPumpingStationData> m_PumpDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.WaterPumpingStationData> m_PumpDatas;
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_Transforms
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_Transforms;
public Unity.Entities.ComponentLookup<Game.Simulation.WaterSourceData> m_WaterSources
public Unity.Entities.ComponentLookup<Game.Simulation.WaterSourceData> m_WaterSources;
public Unity.Entities.ComponentLookup<Game.Simulation.WaterPipeEdge> m_FlowEdges
public Unity.Entities.ComponentLookup<Game.Simulation.WaterPipeEdge> m_FlowEdges;
public Game.Simulation.WaterSurfaceData m_WaterSurfaceData
public Game.Simulation.WaterSurfaceData m_WaterSurfaceData;
public Unity.Collections.NativeArray<Game.Simulation.GroundWater> m_GroundWaterMap
public Unity.Collections.NativeArray<Game.Simulation.GroundWater> m_GroundWaterMap;
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);