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Game.UI.InGame.AverageHappinessSection+CountDistrictHappinessJob

Assembly: Game
Namespace: Game.UI.InGame

Type: struct sealed public

Base: System.ValueType
Implements: Unity.Entities.IJobChunk

Attributes: BurstCompile

Code

public sealed struct CountDistrictHappinessJob : Unity.Entities.IJobChunk
{
    public Unity.Entities.Entity m_SelectedEntity;
    public Unity.Entities.EntityTypeHandle m_EntityHandle;
    public Unity.Entities.ComponentTypeHandle<Game.Areas.CurrentDistrict> m_CurrentDistrictHandle;
    public Unity.Entities.ComponentLookup<Game.Buildings.Abandoned> m_AbandonedFromEntity;
    public Unity.Entities.ComponentLookup<Game.Citizens.Household> m_HouseholdFromEntity;
    public Unity.Entities.ComponentLookup<Game.Citizens.Citizen> m_CitizenFromEntity;
    public Unity.Entities.ComponentLookup<Game.Citizens.HealthProblem> m_HealthProblemFromEntity;
    public Unity.Entities.BufferLookup<Game.Citizens.HouseholdCitizen> m_HouseholdCitizenFromEntity;
    public Unity.Entities.BufferLookup<Game.Buildings.Renter> m_RenterFromEntity;
    public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefFromEntity;
    public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_SpawnableBuildingDataFromEntity;
    public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingPropertyData> m_BuildingPropertyDataFromEntity;
    public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingFromEntity;
    public Unity.Entities.ComponentLookup<Game.Buildings.ElectricityConsumer> m_ElectricityConsumerFromEntity;
    public Unity.Entities.ComponentLookup<Game.Buildings.WaterConsumer> m_WaterConsumerFromEntity;
    public Unity.Entities.ComponentLookup<Game.Prefabs.Locked> m_LockedFromEntity;
    public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformFromEntity;
    public Unity.Entities.ComponentLookup<Game.Buildings.GarbageProducer> m_GarbageProducersFromEntity;
    public Unity.Entities.ComponentLookup<Game.Buildings.CrimeProducer> m_CrimeProducersFromEntity;
    public Unity.Entities.ComponentLookup<Game.Buildings.MailProducer> m_MailProducerFromEntity;
    public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_BuildingDataFromEntity;
    public Unity.Entities.BufferLookup<Game.City.CityModifier> m_CityModifierFromEntity;
    public Unity.Entities.BufferLookup<Game.Net.ServiceCoverage> m_ServiceCoverageFromEntity;
    public Game.Prefabs.CitizenHappinessParameterData m_CitizenHappinessParameters;
    public Game.Prefabs.GarbageParameterData m_GarbageParameters;
    public Game.Prefabs.HealthcareParameterData m_HealthcareParameters;
    public Game.Prefabs.ParkParameterData m_ParkParameters;
    public Game.Prefabs.EducationParameterData m_EducationParameters;
    public Game.Prefabs.TelecomParameterData m_TelecomParameters;
    public Unity.Entities.DynamicBuffer<Game.Prefabs.HappinessFactorParameterData> m_HappinessFactorParameters;
    public Game.Simulation.CellMapData<Game.Simulation.TelecomCoverage> m_TelecomCoverage;
    public Unity.Collections.NativeArray<Game.Simulation.GroundPollution> m_PollutionMap;
    public Unity.Collections.NativeArray<Game.Simulation.NoisePollution> m_NoisePollutionMap;
    public Unity.Collections.NativeArray<Game.Simulation.AirPollution> m_AirPollutionMap;
    public Unity.Collections.NativeArray<System.Int32> m_TaxRates;
    public Unity.Collections.NativeArray<Unity.Mathematics.int2> m_Factors;
    public Unity.Collections.NativeArray<System.Int32> m_Results;
    public Unity.Entities.Entity m_City;
    public System.Single m_RelativeElectricityFee;
    public System.Single m_RelativeWaterFee;

    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.Entity m_SelectedEntity
public Unity.Entities.Entity m_SelectedEntity;
  • public Unity.Entities.EntityTypeHandle m_EntityHandle
public Unity.Entities.EntityTypeHandle m_EntityHandle;
  • public Unity.Entities.ComponentTypeHandle<Game.Areas.CurrentDistrict> m_CurrentDistrictHandle
public Unity.Entities.ComponentTypeHandle<Game.Areas.CurrentDistrict> m_CurrentDistrictHandle;
  • public Unity.Entities.ComponentLookup<Game.Buildings.Abandoned> m_AbandonedFromEntity
public Unity.Entities.ComponentLookup<Game.Buildings.Abandoned> m_AbandonedFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Citizens.Household> m_HouseholdFromEntity
public Unity.Entities.ComponentLookup<Game.Citizens.Household> m_HouseholdFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Citizens.Citizen> m_CitizenFromEntity
public Unity.Entities.ComponentLookup<Game.Citizens.Citizen> m_CitizenFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Citizens.HealthProblem> m_HealthProblemFromEntity
public Unity.Entities.ComponentLookup<Game.Citizens.HealthProblem> m_HealthProblemFromEntity;
  • public Unity.Entities.BufferLookup<Game.Citizens.HouseholdCitizen> m_HouseholdCitizenFromEntity
public Unity.Entities.BufferLookup<Game.Citizens.HouseholdCitizen> m_HouseholdCitizenFromEntity;
  • public Unity.Entities.BufferLookup<Game.Buildings.Renter> m_RenterFromEntity
public Unity.Entities.BufferLookup<Game.Buildings.Renter> m_RenterFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefFromEntity
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_SpawnableBuildingDataFromEntity
public Unity.Entities.ComponentLookup<Game.Prefabs.SpawnableBuildingData> m_SpawnableBuildingDataFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingPropertyData> m_BuildingPropertyDataFromEntity
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingPropertyData> m_BuildingPropertyDataFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingFromEntity
public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Buildings.ElectricityConsumer> m_ElectricityConsumerFromEntity
public Unity.Entities.ComponentLookup<Game.Buildings.ElectricityConsumer> m_ElectricityConsumerFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Buildings.WaterConsumer> m_WaterConsumerFromEntity
public Unity.Entities.ComponentLookup<Game.Buildings.WaterConsumer> m_WaterConsumerFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.Locked> m_LockedFromEntity
public Unity.Entities.ComponentLookup<Game.Prefabs.Locked> m_LockedFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformFromEntity
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Buildings.GarbageProducer> m_GarbageProducersFromEntity
public Unity.Entities.ComponentLookup<Game.Buildings.GarbageProducer> m_GarbageProducersFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Buildings.CrimeProducer> m_CrimeProducersFromEntity
public Unity.Entities.ComponentLookup<Game.Buildings.CrimeProducer> m_CrimeProducersFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Buildings.MailProducer> m_MailProducerFromEntity
public Unity.Entities.ComponentLookup<Game.Buildings.MailProducer> m_MailProducerFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_BuildingDataFromEntity
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_BuildingDataFromEntity;
  • public Unity.Entities.BufferLookup<Game.City.CityModifier> m_CityModifierFromEntity
public Unity.Entities.BufferLookup<Game.City.CityModifier> m_CityModifierFromEntity;
  • public Unity.Entities.BufferLookup<Game.Net.ServiceCoverage> m_ServiceCoverageFromEntity
public Unity.Entities.BufferLookup<Game.Net.ServiceCoverage> m_ServiceCoverageFromEntity;
  • public Game.Prefabs.CitizenHappinessParameterData m_CitizenHappinessParameters
public Game.Prefabs.CitizenHappinessParameterData m_CitizenHappinessParameters;
  • public Game.Prefabs.GarbageParameterData m_GarbageParameters
public Game.Prefabs.GarbageParameterData m_GarbageParameters;
  • public Game.Prefabs.HealthcareParameterData m_HealthcareParameters
public Game.Prefabs.HealthcareParameterData m_HealthcareParameters;
  • public Game.Prefabs.ParkParameterData m_ParkParameters
public Game.Prefabs.ParkParameterData m_ParkParameters;
  • public Game.Prefabs.EducationParameterData m_EducationParameters
public Game.Prefabs.EducationParameterData m_EducationParameters;
  • public Game.Prefabs.TelecomParameterData m_TelecomParameters
public Game.Prefabs.TelecomParameterData m_TelecomParameters;
  • public Unity.Entities.DynamicBuffer<Game.Prefabs.HappinessFactorParameterData> m_HappinessFactorParameters
public Unity.Entities.DynamicBuffer<Game.Prefabs.HappinessFactorParameterData> m_HappinessFactorParameters;
  • public Game.Simulation.CellMapData<Game.Simulation.TelecomCoverage> m_TelecomCoverage
public Game.Simulation.CellMapData<Game.Simulation.TelecomCoverage> m_TelecomCoverage;
  • public Unity.Collections.NativeArray<Game.Simulation.GroundPollution> m_PollutionMap
public Unity.Collections.NativeArray<Game.Simulation.GroundPollution> m_PollutionMap;
  • public Unity.Collections.NativeArray<Game.Simulation.NoisePollution> m_NoisePollutionMap
public Unity.Collections.NativeArray<Game.Simulation.NoisePollution> m_NoisePollutionMap;
  • public Unity.Collections.NativeArray<Game.Simulation.AirPollution> m_AirPollutionMap
public Unity.Collections.NativeArray<Game.Simulation.AirPollution> m_AirPollutionMap;
  • public Unity.Collections.NativeArray<System.Int32> m_TaxRates
public Unity.Collections.NativeArray<System.Int32> m_TaxRates;
  • public Unity.Collections.NativeArray<Unity.Mathematics.int2> m_Factors
public Unity.Collections.NativeArray<Unity.Mathematics.int2> m_Factors;
  • public Unity.Collections.NativeArray<System.Int32> m_Results
public Unity.Collections.NativeArray<System.Int32> m_Results;
  • public Unity.Entities.Entity m_City
public Unity.Entities.Entity m_City;
  • public System.Single m_RelativeElectricityFee
public System.Single m_RelativeElectricityFee;
  • public System.Single m_RelativeWaterFee
public System.Single m_RelativeWaterFee;

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);