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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();