Game.UI.InGame.HealthcareInfoviewUISystem+CalculateAverageHealthJob
Assembly: Game
Namespace: Game.UI.InGame
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Entities.IJobChunk
Attributes: BurstCompile
Code
public sealed struct CalculateAverageHealthJob : Unity.Entities.IJobChunk
{
public Unity.Entities.ComponentTypeHandle<Game.Citizens.Household> m_HouseholdType;
public Unity.Entities.BufferTypeHandle<Game.Citizens.HouseholdCitizen> m_HouseholdCitizenType;
public Unity.Entities.ComponentLookup<Game.Citizens.Citizen> m_Citizens;
public Unity.Entities.ComponentLookup<Game.Citizens.HealthProblem> m_HealthProblems;
public Unity.Collections.NativeArray<System.Single> m_Results;
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.ComponentTypeHandle<Game.Citizens.Household> m_HouseholdType
public Unity.Entities.ComponentTypeHandle<Game.Citizens.Household> m_HouseholdType;
public Unity.Entities.BufferTypeHandle<Game.Citizens.HouseholdCitizen> m_HouseholdCitizenType
public Unity.Entities.BufferTypeHandle<Game.Citizens.HouseholdCitizen> m_HouseholdCitizenType;
public Unity.Entities.ComponentLookup<Game.Citizens.Citizen> m_Citizens
public Unity.Entities.ComponentLookup<Game.Citizens.Citizen> m_Citizens;
public Unity.Entities.ComponentLookup<Game.Citizens.HealthProblem> m_HealthProblems
public Unity.Entities.ComponentLookup<Game.Citizens.HealthProblem> m_HealthProblems;
public Unity.Collections.NativeArray<System.Single> m_Results
public Unity.Collections.NativeArray<System.Single> m_Results;
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);