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);