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Game.Zones.CellCheckHelpers+UpdateBlocksJob

Assembly: Game
Namespace: Game.Zones

Type: struct sealed public

Base: System.ValueType
Implements: Unity.Jobs.IJobParallelForDefer

Attributes: BurstCompile

Code

public sealed struct UpdateBlocksJob : Unity.Jobs.IJobParallelForDefer
{
    public Unity.Collections.NativeArray<Game.Zones.CellCheckHelpers+SortedEntity> m_Blocks;
    public Unity.Entities.ComponentLookup<Game.Zones.Block> m_BlockData;
    public Unity.Entities.BufferLookup<Game.Zones.Cell> m_Cells;

    public System.Void Execute(System.Int32 index);
    private System.Void SetVisible(Game.Zones.Block blockData, Unity.Entities.DynamicBuffer<Game.Zones.Cell> cells);
}

Fields

  • public Unity.Collections.NativeArray<Game.Zones.CellCheckHelpers+SortedEntity> m_Blocks
public Unity.Collections.NativeArray<Game.Zones.CellCheckHelpers+SortedEntity> m_Blocks;
  • public Unity.Entities.ComponentLookup<Game.Zones.Block> m_BlockData
public Unity.Entities.ComponentLookup<Game.Zones.Block> m_BlockData;
  • public Unity.Entities.BufferLookup<Game.Zones.Cell> m_Cells
public Unity.Entities.BufferLookup<Game.Zones.Cell> m_Cells;

Methods

  • public Execute(System.Int32 index) : System.Void
public System.Void Execute(System.Int32 index);
  • private SetVisible(Game.Zones.Block blockData, Unity.Entities.DynamicBuffer<Game.Zones.Cell> cells) : System.Void
private System.Void SetVisible(Game.Zones.Block blockData, Unity.Entities.DynamicBuffer<Game.Zones.Cell> cells);