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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);