Game.UI.Editor.MapRequirementSystem+CollectResourcesJob
Assembly: Game
Namespace: Game.UI.Editor
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Jobs.IJob
Attributes: BurstCompile
Code
public sealed struct CollectResourcesJob : Unity.Jobs.IJob
{
public Unity.Collections.NativeArray<Unity.Entities.ArchetypeChunk> m_AreaChunks;
public Unity.Entities.BufferTypeHandle<Game.Areas.MapFeatureElement> m_MapFeatureElementType;
public Unity.Collections.NativeArray<System.Boolean> m_Results;
private System.Void Check(Unity.Entities.BufferAccessor<Game.Areas.MapFeatureElement> mapFeatureAccessor);
public System.Void Execute();
}
Fields
public Unity.Collections.NativeArray<Unity.Entities.ArchetypeChunk> m_AreaChunks
public Unity.Collections.NativeArray<Unity.Entities.ArchetypeChunk> m_AreaChunks;
public Unity.Entities.BufferTypeHandle<Game.Areas.MapFeatureElement> m_MapFeatureElementType
public Unity.Entities.BufferTypeHandle<Game.Areas.MapFeatureElement> m_MapFeatureElementType;
public Unity.Collections.NativeArray<System.Boolean> m_Results
public Unity.Collections.NativeArray<System.Boolean> m_Results;
Methods
private Check(Unity.Entities.BufferAccessor<Game.Areas.MapFeatureElement> mapFeatureAccessor) : System.Void
private System.Void Check(Unity.Entities.BufferAccessor<Game.Areas.MapFeatureElement> mapFeatureAccessor);
public Execute() : System.Void
public System.Void Execute();