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);