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Game.Tools.DefaultToolSystem+SelectEntityJob

Assembly: Game
Namespace: Game.Tools

Type: struct sealed public

Base: System.ValueType
Implements: Unity.Jobs.IJob

Code

public sealed struct SelectEntityJob : Unity.Jobs.IJob
{
    public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_Chunks;
    public Unity.Entities.ComponentTypeHandle<Game.Common.Owner> m_OwnerType;
    public Unity.Entities.ComponentTypeHandle<Game.Tools.Temp> m_TempType;
    public Unity.Entities.ComponentTypeHandle<Game.Objects.Attachment> m_AttachmentType;
    public Unity.Entities.ComponentTypeHandle<Game.Vehicles.Controller> m_ControllerType;
    public Unity.Entities.EntityStorageInfoLookup m_EntityLookup;
    public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_TempData;
    public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData;
    public Unity.Entities.ComponentLookup<Game.Common.Target> m_TargetData;
    public Unity.Entities.ComponentLookup<Game.Tools.Debug> m_DebugData;
    public Unity.Entities.ComponentLookup<Game.Notifications.Icon> m_IconData;
    public Unity.Entities.ComponentLookup<Game.Vehicles.Vehicle> m_VehicleData;
    public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingData;
    public System.Boolean m_DebugSelect;
    public Unity.Collections.NativeReference<Unity.Entities.Entity> m_Selected;
    public Unity.Entities.EntityCommandBuffer m_CommandBuffer;

    public System.Void Execute();
}

Fields

  • public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_Chunks
public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_Chunks;
  • public Unity.Entities.ComponentTypeHandle<Game.Common.Owner> m_OwnerType
public Unity.Entities.ComponentTypeHandle<Game.Common.Owner> m_OwnerType;
  • public Unity.Entities.ComponentTypeHandle<Game.Tools.Temp> m_TempType
public Unity.Entities.ComponentTypeHandle<Game.Tools.Temp> m_TempType;
  • public Unity.Entities.ComponentTypeHandle<Game.Objects.Attachment> m_AttachmentType
public Unity.Entities.ComponentTypeHandle<Game.Objects.Attachment> m_AttachmentType;
  • public Unity.Entities.ComponentTypeHandle<Game.Vehicles.Controller> m_ControllerType
public Unity.Entities.ComponentTypeHandle<Game.Vehicles.Controller> m_ControllerType;
  • public Unity.Entities.EntityStorageInfoLookup m_EntityLookup
public Unity.Entities.EntityStorageInfoLookup m_EntityLookup;
  • public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_TempData
public Unity.Entities.ComponentLookup<Game.Tools.Temp> m_TempData;
  • public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData;
  • public Unity.Entities.ComponentLookup<Game.Common.Target> m_TargetData
public Unity.Entities.ComponentLookup<Game.Common.Target> m_TargetData;
  • public Unity.Entities.ComponentLookup<Game.Tools.Debug> m_DebugData
public Unity.Entities.ComponentLookup<Game.Tools.Debug> m_DebugData;
  • public Unity.Entities.ComponentLookup<Game.Notifications.Icon> m_IconData
public Unity.Entities.ComponentLookup<Game.Notifications.Icon> m_IconData;
  • public Unity.Entities.ComponentLookup<Game.Vehicles.Vehicle> m_VehicleData
public Unity.Entities.ComponentLookup<Game.Vehicles.Vehicle> m_VehicleData;
  • public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingData
public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingData;
  • public System.Boolean m_DebugSelect
public System.Boolean m_DebugSelect;
  • public Unity.Collections.NativeReference<Unity.Entities.Entity> m_Selected
public Unity.Collections.NativeReference<Unity.Entities.Entity> m_Selected;
  • public Unity.Entities.EntityCommandBuffer m_CommandBuffer
public Unity.Entities.EntityCommandBuffer m_CommandBuffer;

Methods

  • public Execute() : System.Void
public System.Void Execute();