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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);