Game.Tools.ValidationSystem+EntityData
Assembly: Game
Namespace: Game.Tools
Type: struct sealed public
Base: System.ValueType
Code
public sealed struct EntityData
{
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_Owner;
public Unity.Entities.ComponentLookup<Game.Tools.Hidden> m_Hidden;
public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_Temp;
public Unity.Entities.ComponentLookup<Game.Common.Native> m_Native;
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_Transform;
public Unity.Entities.ComponentLookup<Game.Objects.Elevation> m_ObjectElevation;
public Unity.Entities.ComponentLookup<Game.Objects.Secondary> m_Secondary;
public Unity.Entities.ComponentLookup<Game.Objects.AssetStamp> m_AssetStamp;
public Unity.Entities.ComponentLookup<Game.Objects.Attachment> m_Attachment;
public Unity.Entities.ComponentLookup<Game.Objects.Attached> m_Attached;
public Unity.Entities.ComponentLookup<Game.Objects.Stack> m_Stack;
public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_Building;
public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_Upgrades;
public Unity.Entities.ComponentLookup<Game.Net.Node> m_Node;
public Unity.Entities.ComponentLookup<Game.Net.Edge> m_Edge;
public Unity.Entities.ComponentLookup<Game.Net.EdgeGeometry> m_EdgeGeometry;
public Unity.Entities.ComponentLookup<Game.Net.StartNodeGeometry> m_StartNodeGeometry;
public Unity.Entities.ComponentLookup<Game.Net.EndNodeGeometry> m_EndNodeGeometry;
public Unity.Entities.ComponentLookup<Game.Net.Composition> m_Composition;
public Unity.Entities.ComponentLookup<Game.Net.Elevation> m_NetElevation;
public Unity.Entities.ComponentLookup<Game.Net.Lane> m_Lane;
public Unity.Entities.ComponentLookup<Game.Net.PedestrianLane> m_PedestrianLane;
public Unity.Entities.ComponentLookup<Game.Net.CarLane> m_CarLane;
public Unity.Entities.ComponentLookup<Game.Net.TrackLane> m_TrackLane;
public Unity.Entities.ComponentLookup<Game.Net.Curve> m_Curve;
public Unity.Entities.BufferLookup<Game.Net.SubLane> m_Lanes;
public Unity.Entities.BufferLookup<Game.Net.ConnectedNode> m_ConnectedNodes;
public Unity.Entities.BufferLookup<Game.Net.ConnectedEdge> m_ConnectedEdges;
public Unity.Entities.ComponentLookup<Game.Areas.Area> m_Area;
public Unity.Entities.BufferLookup<Game.Areas.Node> m_AreaNodes;
public Unity.Entities.BufferLookup<Game.Areas.Triangle> m_AreaTriangles;
public Unity.Entities.ComponentLookup<Game.Pathfind.PathInformation> m_PathInformation;
public Unity.Entities.ComponentLookup<Game.Routes.Route> m_Route;
public Unity.Entities.ComponentLookup<Game.Routes.Connected> m_RouteConnected;
public Unity.Entities.ComponentLookup<Game.Events.OnFire> m_OnFire;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRef;
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectGeometry;
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_PrefabBuilding;
public Unity.Entities.ComponentLookup<Game.Prefabs.PlaceableObjectData> m_PlaceableObject;
public Unity.Entities.ComponentLookup<Game.Prefabs.StackData> m_PrefabStackData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetObjectData> m_PrefabNetObject;
public Unity.Entities.ComponentLookup<Game.Prefabs.PlaceableNetData> m_PlaceableNet;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabComposition;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetGeometryData> m_PrefabNetGeometry;
public Unity.Entities.ComponentLookup<Game.Prefabs.AreaGeometryData> m_PrefabAreaGeometry;
public Unity.Entities.ComponentLookup<Game.Prefabs.StorageAreaData> m_PrefabStorageArea;
public Unity.Entities.ComponentLookup<Game.Prefabs.LotData> m_PrefabLotData;
public Unity.Entities.ComponentLookup<Game.Prefabs.CarLaneData> m_CarLaneData;
public Unity.Entities.ComponentLookup<Game.Prefabs.TrackLaneData> m_TrackLaneData;
public Unity.Entities.ComponentLookup<Game.Prefabs.RouteConnectionData> m_RouteConnectionData;
public Unity.Entities.ComponentLookup<Game.Prefabs.TransportStopData> m_TransportStopData;
public Unity.Entities.ComponentLookup<Game.Prefabs.TransportLineData> m_TransportLineData;
public Unity.Entities.ComponentLookup<Game.Prefabs.WaterPumpingStationData> m_WaterPumpingStationData;
public Unity.Entities.ComponentLookup<Game.Prefabs.GroundWaterPoweredData> m_GroundWaterPoweredData;
public Unity.Entities.ComponentLookup<Game.Prefabs.TerraformingData> m_TerraformingData;
public Unity.Entities.ComponentLookup<Game.Prefabs.ServiceUpgradeData> m_ServiceUpgradeData;
public Unity.Entities.BufferLookup<Game.Prefabs.NetCompositionArea> m_PrefabCompositionAreas;
public Unity.Entities.BufferLookup<Game.Prefabs.FixedNetElement> m_PrefabFixedElements;
public EntityData(Unity.Entities.SystemBase system);
public System.Void Update(Unity.Entities.SystemBase system);
}
Fields
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_Owner
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_Owner;
public Unity.Entities.ComponentLookup<Game.Tools.Hidden> m_Hidden
public Unity.Entities.ComponentLookup<Game.Tools.Hidden> m_Hidden;
public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_Temp
public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_Temp;
public Unity.Entities.ComponentLookup<Game.Common.Native> m_Native
public Unity.Entities.ComponentLookup<Game.Common.Native> m_Native;
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_Transform
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_Transform;
public Unity.Entities.ComponentLookup<Game.Objects.Elevation> m_ObjectElevation
public Unity.Entities.ComponentLookup<Game.Objects.Elevation> m_ObjectElevation;
public Unity.Entities.ComponentLookup<Game.Objects.Secondary> m_Secondary
public Unity.Entities.ComponentLookup<Game.Objects.Secondary> m_Secondary;
public Unity.Entities.ComponentLookup<Game.Objects.AssetStamp> m_AssetStamp
public Unity.Entities.ComponentLookup<Game.Objects.AssetStamp> m_AssetStamp;
public Unity.Entities.ComponentLookup<Game.Objects.Attachment> m_Attachment
public Unity.Entities.ComponentLookup<Game.Objects.Attachment> m_Attachment;
public Unity.Entities.ComponentLookup<Game.Objects.Attached> m_Attached
public Unity.Entities.ComponentLookup<Game.Objects.Attached> m_Attached;
public Unity.Entities.ComponentLookup<Game.Objects.Stack> m_Stack
public Unity.Entities.ComponentLookup<Game.Objects.Stack> m_Stack;
public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_Building
public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_Building;
public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_Upgrades
public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_Upgrades;
public Unity.Entities.ComponentLookup<Game.Net.Node> m_Node
public Unity.Entities.ComponentLookup<Game.Net.Node> m_Node;
public Unity.Entities.ComponentLookup<Game.Net.Edge> m_Edge
public Unity.Entities.ComponentLookup<Game.Net.Edge> m_Edge;
public Unity.Entities.ComponentLookup<Game.Net.EdgeGeometry> m_EdgeGeometry
public Unity.Entities.ComponentLookup<Game.Net.EdgeGeometry> m_EdgeGeometry;
public Unity.Entities.ComponentLookup<Game.Net.StartNodeGeometry> m_StartNodeGeometry
public Unity.Entities.ComponentLookup<Game.Net.StartNodeGeometry> m_StartNodeGeometry;
public Unity.Entities.ComponentLookup<Game.Net.EndNodeGeometry> m_EndNodeGeometry
public Unity.Entities.ComponentLookup<Game.Net.EndNodeGeometry> m_EndNodeGeometry;
public Unity.Entities.ComponentLookup<Game.Net.Composition> m_Composition
public Unity.Entities.ComponentLookup<Game.Net.Composition> m_Composition;
public Unity.Entities.ComponentLookup<Game.Net.Elevation> m_NetElevation
public Unity.Entities.ComponentLookup<Game.Net.Elevation> m_NetElevation;
public Unity.Entities.ComponentLookup<Game.Net.Lane> m_Lane
public Unity.Entities.ComponentLookup<Game.Net.Lane> m_Lane;
public Unity.Entities.ComponentLookup<Game.Net.PedestrianLane> m_PedestrianLane
public Unity.Entities.ComponentLookup<Game.Net.PedestrianLane> m_PedestrianLane;
public Unity.Entities.ComponentLookup<Game.Net.CarLane> m_CarLane
public Unity.Entities.ComponentLookup<Game.Net.CarLane> m_CarLane;
public Unity.Entities.ComponentLookup<Game.Net.TrackLane> m_TrackLane
public Unity.Entities.ComponentLookup<Game.Net.TrackLane> m_TrackLane;
public Unity.Entities.ComponentLookup<Game.Net.Curve> m_Curve
public Unity.Entities.ComponentLookup<Game.Net.Curve> m_Curve;
public Unity.Entities.BufferLookup<Game.Net.SubLane> m_Lanes
public Unity.Entities.BufferLookup<Game.Net.SubLane> m_Lanes;
public Unity.Entities.BufferLookup<Game.Net.ConnectedNode> m_ConnectedNodes
public Unity.Entities.BufferLookup<Game.Net.ConnectedNode> m_ConnectedNodes;
public Unity.Entities.BufferLookup<Game.Net.ConnectedEdge> m_ConnectedEdges
public Unity.Entities.BufferLookup<Game.Net.ConnectedEdge> m_ConnectedEdges;
public Unity.Entities.ComponentLookup<Game.Areas.Area> m_Area
public Unity.Entities.ComponentLookup<Game.Areas.Area> m_Area;
public Unity.Entities.BufferLookup<Game.Areas.Node> m_AreaNodes
public Unity.Entities.BufferLookup<Game.Areas.Node> m_AreaNodes;
public Unity.Entities.BufferLookup<Game.Areas.Triangle> m_AreaTriangles
public Unity.Entities.BufferLookup<Game.Areas.Triangle> m_AreaTriangles;
public Unity.Entities.ComponentLookup<Game.Pathfind.PathInformation> m_PathInformation
public Unity.Entities.ComponentLookup<Game.Pathfind.PathInformation> m_PathInformation;
public Unity.Entities.ComponentLookup<Game.Routes.Route> m_Route
public Unity.Entities.ComponentLookup<Game.Routes.Route> m_Route;
public Unity.Entities.ComponentLookup<Game.Routes.Connected> m_RouteConnected
public Unity.Entities.ComponentLookup<Game.Routes.Connected> m_RouteConnected;
public Unity.Entities.ComponentLookup<Game.Events.OnFire> m_OnFire
public Unity.Entities.ComponentLookup<Game.Events.OnFire> m_OnFire;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRef
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRef;
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectGeometry
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectGeometry;
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_PrefabBuilding
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_PrefabBuilding;
public Unity.Entities.ComponentLookup<Game.Prefabs.PlaceableObjectData> m_PlaceableObject
public Unity.Entities.ComponentLookup<Game.Prefabs.PlaceableObjectData> m_PlaceableObject;
public Unity.Entities.ComponentLookup<Game.Prefabs.StackData> m_PrefabStackData
public Unity.Entities.ComponentLookup<Game.Prefabs.StackData> m_PrefabStackData;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetObjectData> m_PrefabNetObject
public Unity.Entities.ComponentLookup<Game.Prefabs.NetObjectData> m_PrefabNetObject;
public Unity.Entities.ComponentLookup<Game.Prefabs.PlaceableNetData> m_PlaceableNet
public Unity.Entities.ComponentLookup<Game.Prefabs.PlaceableNetData> m_PlaceableNet;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabComposition
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabComposition;
public Unity.Entities.ComponentLookup<Game.Prefabs.NetGeometryData> m_PrefabNetGeometry
public Unity.Entities.ComponentLookup<Game.Prefabs.NetGeometryData> m_PrefabNetGeometry;
public Unity.Entities.ComponentLookup<Game.Prefabs.AreaGeometryData> m_PrefabAreaGeometry
public Unity.Entities.ComponentLookup<Game.Prefabs.AreaGeometryData> m_PrefabAreaGeometry;
public Unity.Entities.ComponentLookup<Game.Prefabs.StorageAreaData> m_PrefabStorageArea
public Unity.Entities.ComponentLookup<Game.Prefabs.StorageAreaData> m_PrefabStorageArea;
public Unity.Entities.ComponentLookup<Game.Prefabs.LotData> m_PrefabLotData
public Unity.Entities.ComponentLookup<Game.Prefabs.LotData> m_PrefabLotData;
public Unity.Entities.ComponentLookup<Game.Prefabs.CarLaneData> m_CarLaneData
public Unity.Entities.ComponentLookup<Game.Prefabs.CarLaneData> m_CarLaneData;
public Unity.Entities.ComponentLookup<Game.Prefabs.TrackLaneData> m_TrackLaneData
public Unity.Entities.ComponentLookup<Game.Prefabs.TrackLaneData> m_TrackLaneData;
public Unity.Entities.ComponentLookup<Game.Prefabs.RouteConnectionData> m_RouteConnectionData
public Unity.Entities.ComponentLookup<Game.Prefabs.RouteConnectionData> m_RouteConnectionData;
public Unity.Entities.ComponentLookup<Game.Prefabs.TransportStopData> m_TransportStopData
public Unity.Entities.ComponentLookup<Game.Prefabs.TransportStopData> m_TransportStopData;
public Unity.Entities.ComponentLookup<Game.Prefabs.TransportLineData> m_TransportLineData
public Unity.Entities.ComponentLookup<Game.Prefabs.TransportLineData> m_TransportLineData;
public Unity.Entities.ComponentLookup<Game.Prefabs.WaterPumpingStationData> m_WaterPumpingStationData
public Unity.Entities.ComponentLookup<Game.Prefabs.WaterPumpingStationData> m_WaterPumpingStationData;
public Unity.Entities.ComponentLookup<Game.Prefabs.GroundWaterPoweredData> m_GroundWaterPoweredData
public Unity.Entities.ComponentLookup<Game.Prefabs.GroundWaterPoweredData> m_GroundWaterPoweredData;
public Unity.Entities.ComponentLookup<Game.Prefabs.TerraformingData> m_TerraformingData
public Unity.Entities.ComponentLookup<Game.Prefabs.TerraformingData> m_TerraformingData;
public Unity.Entities.ComponentLookup<Game.Prefabs.ServiceUpgradeData> m_ServiceUpgradeData
public Unity.Entities.ComponentLookup<Game.Prefabs.ServiceUpgradeData> m_ServiceUpgradeData;
public Unity.Entities.BufferLookup<Game.Prefabs.NetCompositionArea> m_PrefabCompositionAreas
public Unity.Entities.BufferLookup<Game.Prefabs.NetCompositionArea> m_PrefabCompositionAreas;
public Unity.Entities.BufferLookup<Game.Prefabs.FixedNetElement> m_PrefabFixedElements
public Unity.Entities.BufferLookup<Game.Prefabs.FixedNetElement> m_PrefabFixedElements;
Constructors
public EntityData(Unity.Entities.SystemBase system)
public EntityData(Unity.Entities.SystemBase system);
Methods
public Update(Unity.Entities.SystemBase system) : System.Void
public System.Void Update(Unity.Entities.SystemBase system);