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Game.Simulation.CountResidentialPropertySystem+ResidentialPropertyData

Assembly: Game
Namespace: Game.Simulation

Type: struct sealed public

Base: System.ValueType
Implements: Colossal.Collections.IAccumulable<Game.Simulation.CountResidentialPropertySystem+ResidentialPropertyData>, Colossal.Serialization.Entities.ISerializable

Code

public sealed struct ResidentialPropertyData : Colossal.Collections.IAccumulable<Game.Simulation.CountResidentialPropertySystem+ResidentialPropertyData>, Colossal.Serialization.Entities.ISerializable
{
    public Unity.Mathematics.int3 m_FreeProperties;
    public Unity.Mathematics.int3 m_TotalProperties;
    public System.Int32 m_FreeShelterCapacity;
    public System.Int32 m_TotalShelterCapacity;

    public System.Void Accumulate(Game.Simulation.CountResidentialPropertySystem+ResidentialPropertyData other);
    public System.Void Deserialize<TReader>(TReader reader);
    public System.Void Serialize<TWriter>(TWriter writer);
}

Fields

  • public Unity.Mathematics.int3 m_FreeProperties
public Unity.Mathematics.int3 m_FreeProperties;
  • public Unity.Mathematics.int3 m_TotalProperties
public Unity.Mathematics.int3 m_TotalProperties;
  • public System.Int32 m_FreeShelterCapacity
public System.Int32 m_FreeShelterCapacity;
  • public System.Int32 m_TotalShelterCapacity
public System.Int32 m_TotalShelterCapacity;

Methods

  • public Accumulate(Game.Simulation.CountResidentialPropertySystem+ResidentialPropertyData other) : System.Void
public System.Void Accumulate(Game.Simulation.CountResidentialPropertySystem+ResidentialPropertyData other);
  • public Deserialize<TReader>(TReader reader) : System.Void
public System.Void Deserialize<TReader>(TReader reader);
  • public Serialize<TWriter>(TWriter writer) : System.Void
public System.Void Serialize<TWriter>(TWriter writer);