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);