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Game.Tools.FindOwnersSystem+SetSubEntityOwnerJob

Assembly: Game
Namespace: Game.Tools

Type: struct sealed public

Base: System.ValueType
Implements: Unity.Entities.IJobChunk

Attributes: BurstCompile

Code

public sealed struct SetSubEntityOwnerJob : Unity.Entities.IJobChunk
{
    public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_OwnerChunks;
    public Unity.Entities.EntityTypeHandle m_EntityType;
    public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
    public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_TransformType;
    public Unity.Entities.ComponentTypeHandle<Game.Net.Curve> m_CurveType;
    public Unity.Entities.ComponentTypeHandle<Game.Tools.OwnerDefinition> m_OwnerDefinitionType;
    public Unity.Entities.ComponentTypeHandle<Game.Tools.Temp> m_TempType;
    public Unity.Entities.ComponentTypeHandle<Game.Common.Owner> m_OwnerType;
    public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;

    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 Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_OwnerChunks
public Unity.Collections.NativeList<Unity.Entities.ArchetypeChunk> m_OwnerChunks;
  • public Unity.Entities.EntityTypeHandle m_EntityType
public Unity.Entities.EntityTypeHandle m_EntityType;
  • public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
  • public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_TransformType
public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_TransformType;
  • public Unity.Entities.ComponentTypeHandle<Game.Net.Curve> m_CurveType
public Unity.Entities.ComponentTypeHandle<Game.Net.Curve> m_CurveType;
  • public Unity.Entities.ComponentTypeHandle<Game.Tools.OwnerDefinition> m_OwnerDefinitionType
public Unity.Entities.ComponentTypeHandle<Game.Tools.OwnerDefinition> m_OwnerDefinitionType;
  • public Unity.Entities.ComponentTypeHandle<Game.Tools.Temp> m_TempType
public Unity.Entities.ComponentTypeHandle<Game.Tools.Temp> m_TempType;
  • public Unity.Entities.ComponentTypeHandle<Game.Common.Owner> m_OwnerType
public Unity.Entities.ComponentTypeHandle<Game.Common.Owner> m_OwnerType;
  • public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer
public Unity.Entities.EntityCommandBuffer+ParallelWriter m_CommandBuffer;

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);