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);