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Game.Vehicles.ReferencesSystem+InitializeCurrentLaneJob

Assembly: Game
Namespace: Game.Vehicles

Type: struct sealed public

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

Attributes: BurstCompile

Code

public sealed struct InitializeCurrentLaneJob : Unity.Entities.IJobChunk
{
    public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_TransformType;
    public Unity.Entities.ComponentTypeHandle<Game.Vehicles.CarCurrentLane> m_CarCurrentLaneType;
    public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData;
    public Unity.Entities.ComponentLookup<Game.Net.CarLane> m_CarLaneData;
    public Unity.Entities.ComponentLookup<Game.Net.MasterLane> m_MasterLaneData;
    public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData;
    public Unity.Entities.BufferLookup<Game.Net.SubLane> m_LaneData;

    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.ComponentTypeHandle<Game.Objects.Transform> m_TransformType
public Unity.Entities.ComponentTypeHandle<Game.Objects.Transform> m_TransformType;
  • public Unity.Entities.ComponentTypeHandle<Game.Vehicles.CarCurrentLane> m_CarCurrentLaneType
public Unity.Entities.ComponentTypeHandle<Game.Vehicles.CarCurrentLane> m_CarCurrentLaneType;
  • public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData;
  • public Unity.Entities.ComponentLookup<Game.Net.CarLane> m_CarLaneData
public Unity.Entities.ComponentLookup<Game.Net.CarLane> m_CarLaneData;
  • public Unity.Entities.ComponentLookup<Game.Net.MasterLane> m_MasterLaneData
public Unity.Entities.ComponentLookup<Game.Net.MasterLane> m_MasterLaneData;
  • public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData
public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData;
  • public Unity.Entities.BufferLookup<Game.Net.SubLane> m_LaneData
public Unity.Entities.BufferLookup<Game.Net.SubLane> m_LaneData;

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);