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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);