Game.Simulation.UpdateGroupSystem+UpdateGroupSizes
Assembly: Game
Namespace: Game.Simulation
Type: struct sealed public
Base: System.ValueType
Code
public sealed struct UpdateGroupSizes
{
private Unity.Collections.NativeArray<System.Int32> m_MovingObjectUpdateGroupSizes;
private Unity.Collections.NativeArray<System.Int32> m_TreeUpdateGroupSizes;
private Unity.Collections.NativeArray<System.Int32> m_BuildingUpdateGroupSizes;
private Unity.Collections.NativeArray<System.Int32> m_NetUpdateGroupSizes;
private Unity.Collections.NativeArray<System.Int32> m_LaneUpdateGroupSizes;
private Unity.Collections.NativeArray<System.Int32> m_CompanyUpdateGroupSizes;
private Unity.Collections.NativeArray<System.Int32> m_HouseholdUpdateGroupSizes;
private Unity.Collections.NativeArray<System.Int32> m_CitizenUpdateGroupSizes;
private Unity.Collections.NativeArray<System.Int32> m_HouseholdPetUpdateGroupSizes;
public UpdateGroupSizes(Unity.Collections.Allocator allocator);
public System.Void Clear();
public System.Void Dispose();
public Unity.Collections.NativeArray<System.Int32> Get(Unity.Entities.ArchetypeChunk chunk, Game.Simulation.UpdateGroupSystem+UpdateGroupTypes types);
}
Fields
private Unity.Collections.NativeArray<System.Int32> m_MovingObjectUpdateGroupSizes
private Unity.Collections.NativeArray<System.Int32> m_MovingObjectUpdateGroupSizes;
private Unity.Collections.NativeArray<System.Int32> m_TreeUpdateGroupSizes
private Unity.Collections.NativeArray<System.Int32> m_TreeUpdateGroupSizes;
private Unity.Collections.NativeArray<System.Int32> m_BuildingUpdateGroupSizes
private Unity.Collections.NativeArray<System.Int32> m_BuildingUpdateGroupSizes;
private Unity.Collections.NativeArray<System.Int32> m_NetUpdateGroupSizes
private Unity.Collections.NativeArray<System.Int32> m_NetUpdateGroupSizes;
private Unity.Collections.NativeArray<System.Int32> m_LaneUpdateGroupSizes
private Unity.Collections.NativeArray<System.Int32> m_LaneUpdateGroupSizes;
private Unity.Collections.NativeArray<System.Int32> m_CompanyUpdateGroupSizes
private Unity.Collections.NativeArray<System.Int32> m_CompanyUpdateGroupSizes;
private Unity.Collections.NativeArray<System.Int32> m_HouseholdUpdateGroupSizes
private Unity.Collections.NativeArray<System.Int32> m_HouseholdUpdateGroupSizes;
private Unity.Collections.NativeArray<System.Int32> m_CitizenUpdateGroupSizes
private Unity.Collections.NativeArray<System.Int32> m_CitizenUpdateGroupSizes;
private Unity.Collections.NativeArray<System.Int32> m_HouseholdPetUpdateGroupSizes
private Unity.Collections.NativeArray<System.Int32> m_HouseholdPetUpdateGroupSizes;
Constructors
public UpdateGroupSizes(Unity.Collections.Allocator allocator)
public UpdateGroupSizes(Unity.Collections.Allocator allocator);
Methods
public Clear() : System.Void
public System.Void Clear();
public Dispose() : System.Void
public System.Void Dispose();
public Get(Unity.Entities.ArchetypeChunk chunk, Game.Simulation.UpdateGroupSystem+UpdateGroupTypes types) : Unity.Collections.NativeArray<System.Int32>
public Unity.Collections.NativeArray<System.Int32> Get(Unity.Entities.ArchetypeChunk chunk, Game.Simulation.UpdateGroupSystem+UpdateGroupTypes types);