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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);