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);