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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);