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Game.UI.InGame.ProfitabilitySection+DistrictProfitabilityJob

Assembly: Game
Namespace: Game.UI.InGame

Type: struct sealed public

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

Attributes: BurstCompile

Code

public sealed struct DistrictProfitabilityJob : 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.Building> m_BuildingFromEntity;
    public Unity.Entities.ComponentLookup<Game.Companies.CompanyData> m_CompanyDataFromEntity;
    public Unity.Entities.ComponentLookup<Game.Buildings.Abandoned> m_AbandonedFromEntity;
    public Unity.Entities.BufferLookup<Game.Buildings.Renter> m_RenterFromEntity;
    public Unity.Entities.ComponentLookup<Game.Citizens.Citizen> m_CitizenFromEntity;
    public Unity.Entities.ComponentLookup<Game.Citizens.HealthProblem> m_HealthProblemFromEntity;
    public Unity.Entities.ComponentLookup<Game.Companies.Profitability> m_ProfitabilityFromEntity;
    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.Prefabs.BuildingData> m_BuildingDataFromEntity;
    public Unity.Entities.ComponentLookup<Game.Prefabs.OfficeBuilding> m_OfficeBuildingFromEntity;
    public Unity.Entities.ComponentLookup<Game.Prefabs.IndustrialProcessData> m_IndustrialProcessDataFromEntity;
    public Unity.Entities.ComponentLookup<Game.Companies.WorkProvider> m_WorkProviderFromEntity;
    public Unity.Entities.ComponentLookup<Game.Companies.ServiceAvailable> m_ServiceAvailableFromEntity;
    public Unity.Entities.BufferLookup<Game.Buildings.Efficiency> m_BuildingEfficiencyFromEntity;
    public Unity.Entities.ComponentLookup<Game.Prefabs.WorkplaceData> m_WorkplaceDataFromEntity;
    public Unity.Entities.ComponentLookup<Game.Prefabs.ResourceData> m_ResourceDataFromEntity;
    public Unity.Entities.ComponentLookup<Game.Prefabs.ZonePropertiesData> m_ZonePropertyDataFromEntity;
    public Unity.Entities.ComponentLookup<Game.Companies.ServiceCompanyData> m_ServiceCompanyDataFromEntity;
    public Unity.Entities.BufferLookup<Game.Net.ResourceAvailability> m_ResourceAvailabilityFromEntity;
    public Unity.Entities.BufferLookup<Game.Companies.TradeCost> m_TradeCostFromEntity;
    public Unity.Entities.BufferLookup<Game.Companies.Employee> m_EmployeeFromEntity;
    public Game.Prefabs.EconomyParameterData m_EconomyParameters;
    public Game.Prefabs.ResourcePrefabs m_ResourcePrefabs;
    public Unity.Collections.NativeArray<System.Int32> m_TaxRates;
    public Unity.Collections.NativeArray<Unity.Entities.Entity> m_Processes;
    public Unity.Collections.NativeArray<Unity.Mathematics.int2> m_Factors;
    public Unity.Collections.NativeArray<System.Int32> m_Results;

    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.Building> m_BuildingFromEntity
public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Companies.CompanyData> m_CompanyDataFromEntity
public Unity.Entities.ComponentLookup<Game.Companies.CompanyData> m_CompanyDataFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Buildings.Abandoned> m_AbandonedFromEntity
public Unity.Entities.ComponentLookup<Game.Buildings.Abandoned> m_AbandonedFromEntity;
  • public Unity.Entities.BufferLookup<Game.Buildings.Renter> m_RenterFromEntity
public Unity.Entities.BufferLookup<Game.Buildings.Renter> m_RenterFromEntity;
  • 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.ComponentLookup<Game.Companies.Profitability> m_ProfitabilityFromEntity
public Unity.Entities.ComponentLookup<Game.Companies.Profitability> m_ProfitabilityFromEntity;
  • 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.Prefabs.BuildingData> m_BuildingDataFromEntity
public Unity.Entities.ComponentLookup<Game.Prefabs.BuildingData> m_BuildingDataFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.OfficeBuilding> m_OfficeBuildingFromEntity
public Unity.Entities.ComponentLookup<Game.Prefabs.OfficeBuilding> m_OfficeBuildingFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.IndustrialProcessData> m_IndustrialProcessDataFromEntity
public Unity.Entities.ComponentLookup<Game.Prefabs.IndustrialProcessData> m_IndustrialProcessDataFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Companies.WorkProvider> m_WorkProviderFromEntity
public Unity.Entities.ComponentLookup<Game.Companies.WorkProvider> m_WorkProviderFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Companies.ServiceAvailable> m_ServiceAvailableFromEntity
public Unity.Entities.ComponentLookup<Game.Companies.ServiceAvailable> m_ServiceAvailableFromEntity;
  • public Unity.Entities.BufferLookup<Game.Buildings.Efficiency> m_BuildingEfficiencyFromEntity
public Unity.Entities.BufferLookup<Game.Buildings.Efficiency> m_BuildingEfficiencyFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.WorkplaceData> m_WorkplaceDataFromEntity
public Unity.Entities.ComponentLookup<Game.Prefabs.WorkplaceData> m_WorkplaceDataFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.ResourceData> m_ResourceDataFromEntity
public Unity.Entities.ComponentLookup<Game.Prefabs.ResourceData> m_ResourceDataFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.ZonePropertiesData> m_ZonePropertyDataFromEntity
public Unity.Entities.ComponentLookup<Game.Prefabs.ZonePropertiesData> m_ZonePropertyDataFromEntity;
  • public Unity.Entities.ComponentLookup<Game.Companies.ServiceCompanyData> m_ServiceCompanyDataFromEntity
public Unity.Entities.ComponentLookup<Game.Companies.ServiceCompanyData> m_ServiceCompanyDataFromEntity;
  • public Unity.Entities.BufferLookup<Game.Net.ResourceAvailability> m_ResourceAvailabilityFromEntity
public Unity.Entities.BufferLookup<Game.Net.ResourceAvailability> m_ResourceAvailabilityFromEntity;
  • public Unity.Entities.BufferLookup<Game.Companies.TradeCost> m_TradeCostFromEntity
public Unity.Entities.BufferLookup<Game.Companies.TradeCost> m_TradeCostFromEntity;
  • public Unity.Entities.BufferLookup<Game.Companies.Employee> m_EmployeeFromEntity
public Unity.Entities.BufferLookup<Game.Companies.Employee> m_EmployeeFromEntity;
  • public Game.Prefabs.EconomyParameterData m_EconomyParameters
public Game.Prefabs.EconomyParameterData m_EconomyParameters;
  • public Game.Prefabs.ResourcePrefabs m_ResourcePrefabs
public Game.Prefabs.ResourcePrefabs m_ResourcePrefabs;
  • public Unity.Collections.NativeArray<System.Int32> m_TaxRates
public Unity.Collections.NativeArray<System.Int32> m_TaxRates;
  • public Unity.Collections.NativeArray<Unity.Entities.Entity> m_Processes
public Unity.Collections.NativeArray<Unity.Entities.Entity> m_Processes;
  • 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;

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);