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);