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Game.UI.InGame.ResidentsSection+CountDistrictHouseholdsJob

Assembly: Game
Namespace: Game.UI.InGame

Type: struct sealed public

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

Attributes: BurstCompile

Code

public sealed struct CountDistrictHouseholdsJob : 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.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefHandle;
    public Unity.Entities.ComponentLookup<Game.Buildings.Park> m_ParkLookup;
    public Unity.Entities.ComponentLookup<Game.Buildings.Abandoned> m_AbandonedLookup;
    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.ComponentLookup<Game.Citizens.Household> m_HouseholdLookup;
    public Unity.Entities.BufferLookup<Game.Citizens.HouseholdCitizen> m_HouseholdCitizenLookup;
    public Unity.Entities.BufferLookup<Game.Citizens.HouseholdAnimal> m_HouseholdAnimalLookup;
    public Unity.Entities.BufferLookup<Game.Buildings.Renter> m_RenterLookup;
    public Unity.Collections.NativeArray<System.Int32> m_Results;
    public Unity.Collections.NativeList<Unity.Entities.Entity> m_HouseholdsResult;

    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.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefHandle
public Unity.Entities.ComponentTypeHandle<Game.Prefabs.PrefabRef> m_PrefabRefHandle;
  • public Unity.Entities.ComponentLookup<Game.Buildings.Park> m_ParkLookup
public Unity.Entities.ComponentLookup<Game.Buildings.Park> m_ParkLookup;
  • public Unity.Entities.ComponentLookup<Game.Buildings.Abandoned> m_AbandonedLookup
public Unity.Entities.ComponentLookup<Game.Buildings.Abandoned> m_AbandonedLookup;
  • 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.ComponentLookup<Game.Citizens.Household> m_HouseholdLookup
public Unity.Entities.ComponentLookup<Game.Citizens.Household> m_HouseholdLookup;
  • public Unity.Entities.BufferLookup<Game.Citizens.HouseholdCitizen> m_HouseholdCitizenLookup
public Unity.Entities.BufferLookup<Game.Citizens.HouseholdCitizen> m_HouseholdCitizenLookup;
  • public Unity.Entities.BufferLookup<Game.Citizens.HouseholdAnimal> m_HouseholdAnimalLookup
public Unity.Entities.BufferLookup<Game.Citizens.HouseholdAnimal> m_HouseholdAnimalLookup;
  • 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;
  • public Unity.Collections.NativeList<Unity.Entities.Entity> m_HouseholdsResult
public Unity.Collections.NativeList<Unity.Entities.Entity> m_HouseholdsResult;

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);