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Game.Triggers.CreateChirpSystem+CollectRecentChirpsJob

Assembly: Game
Namespace: Game.Triggers

Type: struct sealed public

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

Attributes: BurstCompile

Code

public sealed struct CollectRecentChirpsJob : Unity.Entities.IJobChunk
{
    public Unity.Entities.EntityTypeHandle m_EntityType;
    public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabType;
    public Unity.Entities.ComponentTypeHandle<Game.Triggers.Chirp> m_ChirpType;
    public Unity.Entities.ComponentLookup<Game.Prefabs.ChirpData> m_ChirpDatas;
    public Unity.Collections.NativeParallelHashMap<Unity.Entities.Entity, Unity.Entities.Entity> m_RecentChirps;
    public System.UInt32 m_SimulationFrame;

    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.Entities.EntityTypeHandle m_EntityType
public Unity.Entities.EntityTypeHandle m_EntityType;
  • public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabType
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabType;
  • public Unity.Entities.ComponentTypeHandle<Game.Triggers.Chirp> m_ChirpType
public Unity.Entities.ComponentTypeHandle<Game.Triggers.Chirp> m_ChirpType;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.ChirpData> m_ChirpDatas
public Unity.Entities.ComponentLookup<Game.Prefabs.ChirpData> m_ChirpDatas;
  • public Unity.Collections.NativeParallelHashMap<Unity.Entities.Entity, Unity.Entities.Entity> m_RecentChirps
public Unity.Collections.NativeParallelHashMap<Unity.Entities.Entity, Unity.Entities.Entity> m_RecentChirps;
  • public System.UInt32 m_SimulationFrame
public System.UInt32 m_SimulationFrame;

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);