Game.UI.Editor.EditorHierarchyUISystem+ObjectHierarchyJob
Assembly: Game
Namespace: Game.UI.Editor
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Entities.IJobChunk
Attributes: BurstCompile
Code
public sealed struct ObjectHierarchyJob : Unity.Entities.IJobChunk
{
public Unity.Entities.EntityTypeHandle m_EntityType;
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
public Unity.Entities.BufferLookup<Game.Prefabs.SubMesh> m_SubMeshes;
public Unity.Collections.NativeParallelHashSet<Game.UI.Editor.EditorHierarchyUISystem+ItemId> m_ExpandedIds;
public Unity.Collections.NativeList<Game.UI.Editor.EditorHierarchyUISystem+HierarchyItem> m_Hierarchy;
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_PrefabRefType
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefType;
public Unity.Entities.BufferLookup<Game.Prefabs.SubMesh> m_SubMeshes
public Unity.Entities.BufferLookup<Game.Prefabs.SubMesh> m_SubMeshes;
public Unity.Collections.NativeParallelHashSet<Game.UI.Editor.EditorHierarchyUISystem+ItemId> m_ExpandedIds
public Unity.Collections.NativeParallelHashSet<Game.UI.Editor.EditorHierarchyUISystem+ItemId> m_ExpandedIds;
public Unity.Collections.NativeList<Game.UI.Editor.EditorHierarchyUISystem+HierarchyItem> m_Hierarchy
public Unity.Collections.NativeList<Game.UI.Editor.EditorHierarchyUISystem+HierarchyItem> m_Hierarchy;
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);