Game.UI.InGame.ResidentsSection+CountHouseholdsJob
Assembly: Game
Namespace: Game.UI.InGame
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Jobs.IJob
Attributes: BurstCompile
Code
public sealed struct CountHouseholdsJob : Unity.Jobs.IJob
{
public Unity.Entities.Entity m_SelectedEntity;
public Unity.Entities.Entity m_SelectedPrefab;
public Unity.Entities.ComponentLookup<Game.Buildings.Park> m_ParkLookup;
public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingLookup;
public Unity.Entities.ComponentLookup<Game.Buildings.Abandoned> m_AbandonedLookup;
public Unity.Entities.ComponentLookup<Game.Citizens.Household> m_HouseholdLookup;
public Unity.Entities.ComponentLookup<Game.Citizens.HomelessHousehold> m_HomelessHouseholdLookup;
public Unity.Entities.ComponentLookup<Game.Citizens.HealthProblem> m_HealthProblemLookup;
public Unity.Entities.ComponentLookup<Game.Citizens.TravelPurpose> m_TravelPurposeLookup;
public Unity.Entities.ComponentLookup<Game.Buildings.PropertyRenter> m_PropertyRenterLookup;
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingPropertyData> m_PropertyDataLookup;
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 Colossal.Collections.NativeValue<Unity.Entities.Entity> m_ResidenceResult;
public System.Void Execute();
}
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.Park> m_ParkLookup
public Unity.Entities.ComponentLookup<Game.Buildings.Park> m_ParkLookup;
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.Citizens.Household> m_HouseholdLookup
public Unity.Entities.ComponentLookup<Game.Citizens.Household> m_HouseholdLookup;
public Unity.Entities.ComponentLookup<Game.Citizens.HomelessHousehold> m_HomelessHouseholdLookup
public Unity.Entities.ComponentLookup<Game.Citizens.HomelessHousehold> m_HomelessHouseholdLookup;
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.Buildings.PropertyRenter> m_PropertyRenterLookup
public Unity.Entities.ComponentLookup<Game.Buildings.PropertyRenter> m_PropertyRenterLookup;
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.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;
public Colossal.Collections.NativeValue<Unity.Entities.Entity> m_ResidenceResult
public Colossal.Collections.NativeValue<Unity.Entities.Entity> m_ResidenceResult;
Methods
public Execute() : System.Void
public System.Void Execute();