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);