Game.Simulation.PropertyProcessingSystem+PutPropertyOnMarketJob
Assembly: Game
Namespace: Game.Simulation
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Entities.IJobChunk
Attributes: BurstCompile
Code
public sealed struct PutPropertyOnMarketJob : Unity.Entities.IJobChunk
{
public Unity.Collections.NativeList<Unity.Entities.Entity> m_CommercialCompanyPrefabs;
public Unity.Collections.NativeList<Unity.Entities.Entity> m_IndustrialCompanyPrefabs;
public Unity.Entities.ComponentLookup<Game.Prefabs.ArchetypeData> m_Archetypes;
public Unity.Entities.EntityTypeHandle m_EntityType;
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabType;
public Unity.Entities.ComponentTypeHandle<Game.Buildings.Building> m_BuildingType;
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_BuildingDatas;
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingPropertyData> m_BuildingPropertyDatas;
public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_SpawnableBuildingDatas;
public Unity.Entities.ComponentLookup<Game.Prefabs.ZoneData> m_ZoneDatas;
public Unity.Entities.ComponentLookup<Game.Prefabs.IndustrialProcessData> m_IndustrialProcessDatas;
public Unity.Entities.BufferLookup<Game.Areas.SubArea> m_SubAreas;
public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades;
public Unity.Entities.ComponentLookup<Game.Areas.Lot> m_Lots;
public Unity.Entities.ComponentLookup<Game.Areas.Geometry> m_Geometries;
public Unity.Entities.ComponentLookup<Game.Objects.Attached> m_Attacheds;
public Unity.Entities.ComponentLookup<Game.Net.LandValue> m_LandValues;
public Unity.Entities.ComponentLookup<Game.Buildings.PropertyOnMarket> m_PropertyOnMarkets;
public Unity.Entities.ComponentLookup<Game.Buildings.Abandoned> m_Abandoneds;
public Game.Prefabs.EconomyParameterData m_EconomyParameterData;
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.Collections.NativeList<Unity.Entities.Entity> m_CommercialCompanyPrefabs
public Unity.Collections.NativeList<Unity.Entities.Entity> m_CommercialCompanyPrefabs;
public Unity.Collections.NativeList<Unity.Entities.Entity> m_IndustrialCompanyPrefabs
public Unity.Collections.NativeList<Unity.Entities.Entity> m_IndustrialCompanyPrefabs;
public Unity.Entities.ComponentLookup<Game.Prefabs.ArchetypeData> m_Archetypes
public Unity.Entities.ComponentLookup<Game.Prefabs.ArchetypeData> m_Archetypes;
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.Buildings.Building> m_BuildingType
public Unity.Entities.ComponentTypeHandle<Game.Buildings.Building> m_BuildingType;
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_BuildingDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_BuildingDatas;
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingPropertyData> m_BuildingPropertyDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingPropertyData> m_BuildingPropertyDatas;
public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_SpawnableBuildingDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_SpawnableBuildingDatas;
public Unity.Entities.ComponentLookup<Game.Prefabs.ZoneData> m_ZoneDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.ZoneData> m_ZoneDatas;
public Unity.Entities.ComponentLookup<Game.Prefabs.IndustrialProcessData> m_IndustrialProcessDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.IndustrialProcessData> m_IndustrialProcessDatas;
public Unity.Entities.BufferLookup<Game.Areas.SubArea> m_SubAreas
public Unity.Entities.BufferLookup<Game.Areas.SubArea> m_SubAreas;
public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades
public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades;
public Unity.Entities.ComponentLookup<Game.Areas.Lot> m_Lots
public Unity.Entities.ComponentLookup<Game.Areas.Lot> m_Lots;
public Unity.Entities.ComponentLookup<Game.Areas.Geometry> m_Geometries
public Unity.Entities.ComponentLookup<Game.Areas.Geometry> m_Geometries;
public Unity.Entities.ComponentLookup<Game.Objects.Attached> m_Attacheds
public Unity.Entities.ComponentLookup<Game.Objects.Attached> m_Attacheds;
public Unity.Entities.ComponentLookup<Game.Net.LandValue> m_LandValues
public Unity.Entities.ComponentLookup<Game.Net.LandValue> m_LandValues;
public Unity.Entities.ComponentLookup<Game.Buildings.PropertyOnMarket> m_PropertyOnMarkets
public Unity.Entities.ComponentLookup<Game.Buildings.PropertyOnMarket> m_PropertyOnMarkets;
public Unity.Entities.ComponentLookup<Game.Buildings.Abandoned> m_Abandoneds
public Unity.Entities.ComponentLookup<Game.Buildings.Abandoned> m_Abandoneds;
public Game.Prefabs.EconomyParameterData m_EconomyParameterData
public Game.Prefabs.EconomyParameterData m_EconomyParameterData;
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);