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Game.UI.InGame.HouseholdSidebarSection+CheckVisibilityJob

Assembly: Game
Namespace: Game.UI.InGame

Type: struct sealed public

Base: System.ValueType
Implements: Unity.Jobs.IJob

Attributes: BurstCompile

Code

public sealed struct CheckVisibilityJob : Unity.Jobs.IJob
{
    public Unity.Entities.Entity m_SelectedEntity;
    public Unity.Entities.Entity m_SelectedPrefab;
    public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingLookup;
    public Unity.Entities.ComponentLookup<Game.Buildings.Abandoned> m_AbandonedLookup;
    public Unity.Entities.ComponentLookup<Game.Buildings.Park> m_ParkFromLookup;
    public Unity.Entities.ComponentLookup<Game.Citizens.Household> m_HouseholdLookup;
    public Unity.Entities.ComponentLookup<Game.Citizens.Citizen> m_CitizenLookup;
    public Unity.Entities.ComponentLookup<Game.Citizens.HouseholdPet> m_HouseholdPetLookup;
    public Unity.Entities.ComponentLookup<Game.Citizens.HealthProblem> m_HealthProblemLookup;
    public Unity.Entities.ComponentLookup<Game.Citizens.TravelPurpose> m_TravelPurposeLookup;
    public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingPropertyData> m_PropertyDataLookup;
    public Unity.Entities.BufferLookup<Game.Citizens.HouseholdCitizen> m_HouseholdCitizenLookup;
    public Unity.Entities.BufferLookup<Game.Buildings.Renter> m_RenterLookup;
    public Unity.Collections.NativeArray<System.Int32> m_Results;

    public System.Void Execute();
    private System.Boolean HasResidentialProperties(System.Int32& residentCount, System.Int32& householdCount, Unity.Entities.Entity entity, Unity.Entities.Entity prefab);
}

Fields

  • public Unity.Entities.Entity m_SelectedEntity
public Unity.Entities.Entity m_SelectedEntity;
  • public Unity.Entities.Entity m_SelectedPrefab
public Unity.Entities.Entity m_SelectedPrefab;
  • public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingLookup
public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingLookup;
  • public Unity.Entities.ComponentLookup<Game.Buildings.Abandoned> m_AbandonedLookup
public Unity.Entities.ComponentLookup<Game.Buildings.Abandoned> m_AbandonedLookup;
  • public Unity.Entities.ComponentLookup<Game.Buildings.Park> m_ParkFromLookup
public Unity.Entities.ComponentLookup<Game.Buildings.Park> m_ParkFromLookup;
  • public Unity.Entities.ComponentLookup<Game.Citizens.Household> m_HouseholdLookup
public Unity.Entities.ComponentLookup<Game.Citizens.Household> m_HouseholdLookup;
  • public Unity.Entities.ComponentLookup<Game.Citizens.Citizen> m_CitizenLookup
public Unity.Entities.ComponentLookup<Game.Citizens.Citizen> m_CitizenLookup;
  • public Unity.Entities.ComponentLookup<Game.Citizens.HouseholdPet> m_HouseholdPetLookup
public Unity.Entities.ComponentLookup<Game.Citizens.HouseholdPet> m_HouseholdPetLookup;
  • public Unity.Entities.ComponentLookup<Game.Citizens.HealthProblem> m_HealthProblemLookup
public Unity.Entities.ComponentLookup<Game.Citizens.HealthProblem> m_HealthProblemLookup;
  • public Unity.Entities.ComponentLookup<Game.Citizens.TravelPurpose> m_TravelPurposeLookup
public Unity.Entities.ComponentLookup<Game.Citizens.TravelPurpose> m_TravelPurposeLookup;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingPropertyData> m_PropertyDataLookup
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingPropertyData> m_PropertyDataLookup;
  • public Unity.Entities.BufferLookup<Game.Citizens.HouseholdCitizen> m_HouseholdCitizenLookup
public Unity.Entities.BufferLookup<Game.Citizens.HouseholdCitizen> m_HouseholdCitizenLookup;
  • public Unity.Entities.BufferLookup<Game.Buildings.Renter> m_RenterLookup
public Unity.Entities.BufferLookup<Game.Buildings.Renter> m_RenterLookup;
  • public Unity.Collections.NativeArray<System.Int32> m_Results
public Unity.Collections.NativeArray<System.Int32> m_Results;

Methods

  • public Execute() : System.Void
public System.Void Execute();
  • private HasResidentialProperties(System.Int32& residentCount, System.Int32& householdCount, Unity.Entities.Entity entity, Unity.Entities.Entity prefab) : System.Boolean
private System.Boolean HasResidentialProperties(System.Int32& residentCount, System.Int32& householdCount, Unity.Entities.Entity entity, Unity.Entities.Entity prefab);