Game.Simulation.XPBuiltSystem+XPBuiltJob
Assembly: Game
Namespace: Game.Simulation
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Entities.IJobChunk
Attributes: BurstCompile
Code
public sealed struct XPBuiltJob : Unity.Entities.IJobChunk
{
public Unity.Entities.EntityTypeHandle m_EntityType;
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
public Unity.Entities.ComponentLookup<Game.Prefabs.PlaceableObjectData> m_PlaceableObjectDatas;
public Unity.Entities.ComponentLookup<Game.Prefabs.SignatureBuildingData> m_SignatureBuildingDatas;
public Unity.Entities.ComponentLookup<Game.Prefabs.PlacedSignatureBuildingData> m_PlacedSignatureBuildingDatas;
public Unity.Entities.ComponentLookup<Game.Prefabs.ServiceUpgradeData> m_ServiceUpgradeDatas;
public Unity.Collections.NativeQueue<Game.Simulation.XPGain> m_XPQueue;
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;
public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
private System.Void Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
}
Fields
public Unity.Entities.EntityTypeHandle m_EntityType
public Unity.Entities.EntityTypeHandle m_EntityType;
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
public Unity.Entities.ComponentLookup<Game.Prefabs.PlaceableObjectData> m_PlaceableObjectDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.PlaceableObjectData> m_PlaceableObjectDatas;
public Unity.Entities.ComponentLookup<Game.Prefabs.SignatureBuildingData> m_SignatureBuildingDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.SignatureBuildingData> m_SignatureBuildingDatas;
public Unity.Entities.ComponentLookup<Game.Prefabs.PlacedSignatureBuildingData> m_PlacedSignatureBuildingDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.PlacedSignatureBuildingData> m_PlacedSignatureBuildingDatas;
public Unity.Entities.ComponentLookup<Game.Prefabs.ServiceUpgradeData> m_ServiceUpgradeDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.ServiceUpgradeData> m_ServiceUpgradeDatas;
public Unity.Collections.NativeQueue<Game.Simulation.XPGain> m_XPQueue
public Unity.Collections.NativeQueue<Game.Simulation.XPGain> m_XPQueue;
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;
Methods
public Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) : System.Void
public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
private Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) : System.Void
private System.Void Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);