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);