Game.Tools.NetToolSystem+FixControlPointsJob
Assembly: Game
Namespace: Game.Tools
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Jobs.IJob
Attributes: BurstCompile
Code
public sealed struct FixControlPointsJob : Unity.Jobs.IJob
{
public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_Chunks;
public Game.Tools.NetToolSystem+Mode m_Mode;
public Unity.Entities.EntityTypeHandle m_EntityType;
public Unity.Entities.ComponentTypeHandle<Game.Tools.Temp> m_TempType;
public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_TempData;
public Unity.Entities.ComponentLookup<Game.Net.Edge> m_EdgeData;
public Unity.Collections.NativeList<Game.Tools.ControlPoint> m_ControlPoints;
public System.Void Execute();
private System.Void FixControlPoints(Unity.Entities.Entity entity, Unity.Entities.Entity replace);
private System.Void InverseCurvePositions(Unity.Entities.Entity entity);
}
Fields
public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_Chunks
public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_Chunks;
public Game.Tools.NetToolSystem+Mode m_Mode
public Game.Tools.NetToolSystem+Mode m_Mode;
public Unity.Entities.EntityTypeHandle m_EntityType
public Unity.Entities.EntityTypeHandle m_EntityType;
public Unity.Entities.ComponentTypeHandle<Game.Tools.Temp> m_TempType
public Unity.Entities.ComponentTypeHandle<Game.Tools.Temp> m_TempType;
public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_TempData
public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_TempData;
public Unity.Entities.ComponentLookup<Game.Net.Edge> m_EdgeData
public Unity.Entities.ComponentLookup<Game.Net.Edge> m_EdgeData;
public Unity.Collections.NativeList<Game.Tools.ControlPoint> m_ControlPoints
public Unity.Collections.NativeList<Game.Tools.ControlPoint> m_ControlPoints;
Methods
public Execute() : System.Void
public System.Void Execute();
private FixControlPoints(Unity.Entities.Entity entity, Unity.Entities.Entity replace) : System.Void
private System.Void FixControlPoints(Unity.Entities.Entity entity, Unity.Entities.Entity replace);
private InverseCurvePositions(Unity.Entities.Entity entity) : System.Void
private System.Void InverseCurvePositions(Unity.Entities.Entity entity);