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Game.Tools.ValidationSystem+ChunkType

Assembly: Game
Namespace: Game.Tools

Type: struct sealed public

Base: System.ValueType

Code

public sealed struct ChunkType
{
    public Unity.Entities.EntityTypeHandle m_Entity;
    public Unity.Entities.ComponentTypeHandle<Game.Tools.Temp> m_Temp;
    public Unity.Entities.ComponentTypeHandle<Game.Common.Owner> m_Owner;
    public Unity.Entities.ComponentTypeHandle<Game.Common.Native> m_Native;
    public Unity.Entities.ComponentTypeHandle<Game.Tools.Brush> m_Brush;
    public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRef;
    public Unity.Entities.ComponentTypeHandle<Game.Objects.Object> m_Object;
    public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_Transform;
    public Unity.Entities.ComponentTypeHandle<Game.Objects.Attached> m_Attached;
    public Unity.Entities.ComponentTypeHandle<Game.Objects.NetObject> m_NetObject;
    public Unity.Entities.ComponentTypeHandle<Game.Objects.OutsideConnection> m_OutsideConnection;
    public Unity.Entities.ComponentTypeHandle<Game.Buildings.Building> m_Building;
    public Unity.Entities.ComponentTypeHandle<Game.Buildings.ServiceUpgrade> m_ServiceUpgrade;
    public Unity.Entities.ComponentTypeHandle<Game.Routes.TransportStop> m_TransportStop;
    public Unity.Entities.ComponentTypeHandle<Game.Net.Edge> m_Edge;
    public Unity.Entities.ComponentTypeHandle<Game.Net.EdgeGeometry> m_EdgeGeometry;
    public Unity.Entities.ComponentTypeHandle<Game.Net.StartNodeGeometry> m_StartNodeGeometry;
    public Unity.Entities.ComponentTypeHandle<Game.Net.EndNodeGeometry> m_EndNodeGeometry;
    public Unity.Entities.ComponentTypeHandle<Game.Net.Composition> m_Composition;
    public Unity.Entities.ComponentTypeHandle<Game.Net.Lane> m_Lane;
    public Unity.Entities.ComponentTypeHandle<Game.Net.TrackLane> m_TrackLane;
    public Unity.Entities.ComponentTypeHandle<Game.Net.Curve> m_Curve;
    public Unity.Entities.ComponentTypeHandle<Game.Net.EdgeLane> m_EdgeLane;
    public Unity.Entities.ComponentTypeHandle<Game.Net.Fixed> m_Fixed;
    public Unity.Entities.ComponentTypeHandle<Game.Areas.Area> m_Area;
    public Unity.Entities.ComponentTypeHandle<Game.Areas.Geometry> m_AreaGeometry;
    public Unity.Entities.ComponentTypeHandle<Game.Areas.Storage> m_AreaStorage;
    public Unity.Entities.BufferTypeHandle<Game.Areas.Node> m_AreaNode;
    public Unity.Entities.BufferTypeHandle<Game.Routes.RouteWaypoint> m_RouteWaypoint;
    public Unity.Entities.BufferTypeHandle<Game.Routes.RouteSegment> m_RouteSegment;
    public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterSourceData> m_WaterSourceData;

    public ChunkType(Unity.Entities.SystemBase system);

    public System.Void Update(Unity.Entities.SystemBase system);
}

Fields

  • public Unity.Entities.EntityTypeHandle m_Entity
public Unity.Entities.EntityTypeHandle m_Entity;
  • public Unity.Entities.ComponentTypeHandle<Game.Tools.Temp> m_Temp
public Unity.Entities.ComponentTypeHandle<Game.Tools.Temp> m_Temp;
  • public Unity.Entities.ComponentTypeHandle<Game.Common.Owner> m_Owner
public Unity.Entities.ComponentTypeHandle<Game.Common.Owner> m_Owner;
  • public Unity.Entities.ComponentTypeHandle<Game.Common.Native> m_Native
public Unity.Entities.ComponentTypeHandle<Game.Common.Native> m_Native;
  • public Unity.Entities.ComponentTypeHandle<Game.Tools.Brush> m_Brush
public Unity.Entities.ComponentTypeHandle<Game.Tools.Brush> m_Brush;
  • public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRef
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRef;
  • public Unity.Entities.ComponentTypeHandle<Game.Objects.Object> m_Object
public Unity.Entities.ComponentTypeHandle<Game.Objects.Object> m_Object;
  • public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_Transform
public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_Transform;
  • public Unity.Entities.ComponentTypeHandle<Game.Objects.Attached> m_Attached
public Unity.Entities.ComponentTypeHandle<Game.Objects.Attached> m_Attached;
  • public Unity.Entities.ComponentTypeHandle<Game.Objects.NetObject> m_NetObject
public Unity.Entities.ComponentTypeHandle<Game.Objects.NetObject> m_NetObject;
  • public Unity.Entities.ComponentTypeHandle<Game.Objects.OutsideConnection> m_OutsideConnection
public Unity.Entities.ComponentTypeHandle<Game.Objects.OutsideConnection> m_OutsideConnection;
  • public Unity.Entities.ComponentTypeHandle<Game.Buildings.Building> m_Building
public Unity.Entities.ComponentTypeHandle<Game.Buildings.Building> m_Building;
  • public Unity.Entities.ComponentTypeHandle<Game.Buildings.ServiceUpgrade> m_ServiceUpgrade
public Unity.Entities.ComponentTypeHandle<Game.Buildings.ServiceUpgrade> m_ServiceUpgrade;
  • public Unity.Entities.ComponentTypeHandle<Game.Routes.TransportStop> m_TransportStop
public Unity.Entities.ComponentTypeHandle<Game.Routes.TransportStop> m_TransportStop;
  • public Unity.Entities.ComponentTypeHandle<Game.Net.Edge> m_Edge
public Unity.Entities.ComponentTypeHandle<Game.Net.Edge> m_Edge;
  • public Unity.Entities.ComponentTypeHandle<Game.Net.EdgeGeometry> m_EdgeGeometry
public Unity.Entities.ComponentTypeHandle<Game.Net.EdgeGeometry> m_EdgeGeometry;
  • public Unity.Entities.ComponentTypeHandle<Game.Net.StartNodeGeometry> m_StartNodeGeometry
public Unity.Entities.ComponentTypeHandle<Game.Net.StartNodeGeometry> m_StartNodeGeometry;
  • public Unity.Entities.ComponentTypeHandle<Game.Net.EndNodeGeometry> m_EndNodeGeometry
public Unity.Entities.ComponentTypeHandle<Game.Net.EndNodeGeometry> m_EndNodeGeometry;
  • public Unity.Entities.ComponentTypeHandle<Game.Net.Composition> m_Composition
public Unity.Entities.ComponentTypeHandle<Game.Net.Composition> m_Composition;
  • public Unity.Entities.ComponentTypeHandle<Game.Net.Lane> m_Lane
public Unity.Entities.ComponentTypeHandle<Game.Net.Lane> m_Lane;
  • public Unity.Entities.ComponentTypeHandle<Game.Net.TrackLane> m_TrackLane
public Unity.Entities.ComponentTypeHandle<Game.Net.TrackLane> m_TrackLane;
  • public Unity.Entities.ComponentTypeHandle<Game.Net.Curve> m_Curve
public Unity.Entities.ComponentTypeHandle<Game.Net.Curve> m_Curve;
  • public Unity.Entities.ComponentTypeHandle<Game.Net.EdgeLane> m_EdgeLane
public Unity.Entities.ComponentTypeHandle<Game.Net.EdgeLane> m_EdgeLane;
  • public Unity.Entities.ComponentTypeHandle<Game.Net.Fixed> m_Fixed
public Unity.Entities.ComponentTypeHandle<Game.Net.Fixed> m_Fixed;
  • public Unity.Entities.ComponentTypeHandle<Game.Areas.Area> m_Area
public Unity.Entities.ComponentTypeHandle<Game.Areas.Area> m_Area;
  • public Unity.Entities.ComponentTypeHandle<Game.Areas.Geometry> m_AreaGeometry
public Unity.Entities.ComponentTypeHandle<Game.Areas.Geometry> m_AreaGeometry;
  • public Unity.Entities.ComponentTypeHandle<Game.Areas.Storage> m_AreaStorage
public Unity.Entities.ComponentTypeHandle<Game.Areas.Storage> m_AreaStorage;
  • public Unity.Entities.BufferTypeHandle<Game.Areas.Node> m_AreaNode
public Unity.Entities.BufferTypeHandle<Game.Areas.Node> m_AreaNode;
  • public Unity.Entities.BufferTypeHandle<Game.Routes.RouteWaypoint> m_RouteWaypoint
public Unity.Entities.BufferTypeHandle<Game.Routes.RouteWaypoint> m_RouteWaypoint;
  • public Unity.Entities.BufferTypeHandle<Game.Routes.RouteSegment> m_RouteSegment
public Unity.Entities.BufferTypeHandle<Game.Routes.RouteSegment> m_RouteSegment;
  • public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterSourceData> m_WaterSourceData
public Unity.Entities.ComponentTypeHandle<Game.Simulation.WaterSourceData> m_WaterSourceData;

Constructors

  • public ChunkType(Unity.Entities.SystemBase system)
public ChunkType(Unity.Entities.SystemBase system);

Methods

  • public Update(Unity.Entities.SystemBase system) : System.Void
public System.Void Update(Unity.Entities.SystemBase system);