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);