Game.Tools.CoveragePreviewSystem+InitializeCoverageJob
Assembly: Game
Namespace: Game.Tools
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Entities.IJobChunk
Attributes: BurstCompile
Code
public sealed struct InitializeCoverageJob : Unity.Entities.IJobChunk
{
public System.Int32 m_SourceCoverageIndex;
public System.Int32 m_TargetCoverageIndex;
public Unity.Entities.BufferTypeHandle<Game.Net.ServiceCoverage> m_ServiceCoverageType;
public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
private System.Void Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
}
Fields
public System.Int32 m_SourceCoverageIndex
public System.Int32 m_SourceCoverageIndex;
public System.Int32 m_TargetCoverageIndex
public System.Int32 m_TargetCoverageIndex;
public Unity.Entities.BufferTypeHandle<Game.Net.ServiceCoverage> m_ServiceCoverageType
public Unity.Entities.BufferTypeHandle<Game.Net.ServiceCoverage> m_ServiceCoverageType;
Methods
public Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) : System.Void
public System.Void Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);
private Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) : System.Void
private System.Void Unity.Entities.IJobChunk.Execute(Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask);