Skip to content

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);