Game.Simulation.UpdateGroupSystem+UpdateGroupTypes
Assembly: Game
Namespace: Game.Simulation
Type: struct sealed public
Base: System.ValueType
Code
public sealed struct UpdateGroupTypes
{
public Unity.Entities.ComponentTypeHandle<Game.Objects.Moving> m_MovingType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Stopped> m_StoppedType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Plant> m_PlantType;
public Unity.Entities.ComponentTypeHandle<Game.Buildings.Building> m_BuildingType;
public Unity.Entities.ComponentTypeHandle<Game.Buildings.Extension> m_ExtensionType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Node> m_NodeType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Edge> m_EdgeType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Lane> m_LaneType;
public Unity.Entities.ComponentTypeHandle<Game.Companies.CompanyData> m_CompanyType;
public Unity.Entities.ComponentTypeHandle<Game.Citizens.Household> m_HouseholdType;
public Unity.Entities.ComponentTypeHandle<Game.Citizens.Citizen> m_CitizenType;
public Unity.Entities.ComponentTypeHandle<Game.Citizens.HouseholdPet> m_HouseholdPetType;
public Unity.Entities.ComponentTypeHandle<Game.Creatures.CurrentVehicle> m_CurrentVehicleType;
public UpdateGroupTypes(Unity.Entities.SystemBase system);
public System.Void Update(Unity.Entities.SystemBase system);
}
Fields
public Unity.Entities.ComponentTypeHandle<Game.Objects.Moving> m_MovingType
public Unity.Entities.ComponentTypeHandle<Game.Objects.Moving> m_MovingType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Stopped> m_StoppedType
public Unity.Entities.ComponentTypeHandle<Game.Objects.Stopped> m_StoppedType;
public Unity.Entities.ComponentTypeHandle<Game.Objects.Plant> m_PlantType
public Unity.Entities.ComponentTypeHandle<Game.Objects.Plant> m_PlantType;
public Unity.Entities.ComponentTypeHandle<Game.Buildings.Building> m_BuildingType
public Unity.Entities.ComponentTypeHandle<Game.Buildings.Building> m_BuildingType;
public Unity.Entities.ComponentTypeHandle<Game.Buildings.Extension> m_ExtensionType
public Unity.Entities.ComponentTypeHandle<Game.Buildings.Extension> m_ExtensionType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Node> m_NodeType
public Unity.Entities.ComponentTypeHandle<Game.Net.Node> m_NodeType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Edge> m_EdgeType
public Unity.Entities.ComponentTypeHandle<Game.Net.Edge> m_EdgeType;
public Unity.Entities.ComponentTypeHandle<Game.Net.Lane> m_LaneType
public Unity.Entities.ComponentTypeHandle<Game.Net.Lane> m_LaneType;
public Unity.Entities.ComponentTypeHandle<Game.Companies.CompanyData> m_CompanyType
public Unity.Entities.ComponentTypeHandle<Game.Companies.CompanyData> m_CompanyType;
public Unity.Entities.ComponentTypeHandle<Game.Citizens.Household> m_HouseholdType
public Unity.Entities.ComponentTypeHandle<Game.Citizens.Household> m_HouseholdType;
public Unity.Entities.ComponentTypeHandle<Game.Citizens.Citizen> m_CitizenType
public Unity.Entities.ComponentTypeHandle<Game.Citizens.Citizen> m_CitizenType;
public Unity.Entities.ComponentTypeHandle<Game.Citizens.HouseholdPet> m_HouseholdPetType
public Unity.Entities.ComponentTypeHandle<Game.Citizens.HouseholdPet> m_HouseholdPetType;
public Unity.Entities.ComponentTypeHandle<Game.Creatures.CurrentVehicle> m_CurrentVehicleType
public Unity.Entities.ComponentTypeHandle<Game.Creatures.CurrentVehicle> m_CurrentVehicleType;
Constructors
public UpdateGroupTypes(Unity.Entities.SystemBase system)
public UpdateGroupTypes(Unity.Entities.SystemBase system);
Methods
public Update(Unity.Entities.SystemBase system) : System.Void
public System.Void Update(Unity.Entities.SystemBase system);