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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);