internal NativeArray <int> GetAllAnimator_Pad(E_EntityOfAnimator entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { } length = 0; return(new NativeArray <int>()); }
internal NativeArray <AssetData> GetAllAssetData(E_EntityOfAssetData entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { } length = 0; return(new NativeArray <AssetData>()); }
internal NativeArray <int> GetAllPrefab_AssetId(E_EntityOfPrefab entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { case E_EntityOfPrefab.PlayerCube: return(_GetAllPlayerCube_Prefab <int>(_GetOffsetOfPrefab_AssetId(), filterFunc, out length)); break; } length = 0; return(new NativeArray <int>()); }
internal NativeArray <MoveData> GetAllMoveData(E_EntityOfMoveData entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { case E_EntityOfMoveData.PlayerCube: return(_GetAllPlayerCube_MoveData <MoveData>(0, filterFunc, out length)); break; } length = 0; return(new NativeArray <MoveData>()); }
public void GetAllPlayerCube_Tag(EAllocatorType allocatorType, out NativeArray <EntityRef> entityAry, out NativeArray <PlayerCubeTag> compArray, FuncEntityFilter <PlayerCube> filterFunc) { _FilterEntity(allocatorType, _entities._PlayerCubeAry._EntityAry, out entityAry, out compArray, filterFunc, (elst, clst, p) => { if (p->IsActive && filterFunc(p)) { elst.Add(p->EntityRef); clst.Add(p->Tag); } }); }
private NativeArray <T> _GetAllBoidSpawner_AssetData <T>(int compFieldOffset, FuncEntityFilter <Entity> filterFunc, out int length) where T : unmanaged { return(_GetAllEntityField <T, BoidSpawner>(_BoidSpawnerAry, _GetOffsetOfBoidSpawner_BoidPrefab() + compFieldOffset, filterFunc, out length)); }
private NativeArray <T> _GetAllBoidObstacle_BoidObstacleTag <T>(int compFieldOffset, FuncEntityFilter <Entity> filterFunc, out int length) where T : unmanaged { return(_GetAllEntityField <T, BoidObstacle>(_BoidObstacleAry, _GetOffsetOfBoidObstacle_Tag() + compFieldOffset, filterFunc, out length)); }
internal NativeArray <LFloat> GetAllCollisionAgent_Mass(E_EntityOfCollisionAgent entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { } length = 0; return(new NativeArray <LFloat>()); }
public NativeArray <LVector2> GetAllTransform2D_Position(EAllocatorType allocatorType, E_EntityOfTransform2D entity, FuncEntityFilter <Entity> filterFunc, out int length) { var val = _entities.GetAllTransform2D_Position(entity, filterFunc, out length); _RegisterAry(allocatorType, ref val);; return(val); }
public NativeArray <int> GetAllPlayerData_LocalId(EAllocatorType allocatorType, E_EntityOfPlayerData entity, FuncEntityFilter <Entity> filterFunc, out int length) { var val = _entities.GetAllPlayerData_LocalId(entity, filterFunc, out length); _RegisterAry(allocatorType, ref val);; return(val); }
internal NativeArray <Transform3D> GetAllTransform3D(E_EntityOfTransform3D entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { case E_EntityOfTransform3D.PlayerCube: return(_GetAllPlayerCube_Transform3D <Transform3D>(0, filterFunc, out length)); break; } length = 0; return(new NativeArray <Transform3D>()); }
public NativeArray <LVector3> GetAllCollisionAgent_Speed(EAllocatorType allocatorType, E_EntityOfCollisionAgent entity, FuncEntityFilter <Entity> filterFunc, out int length) { var val = _entities.GetAllCollisionAgent_Speed(entity, filterFunc, out length); _RegisterAry(allocatorType, ref val);; return(val); }
internal NativeArray <NavMeshAgent> GetAllNavMeshAgent(E_EntityOfNavMeshAgent entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { } length = 0; return(new NativeArray <NavMeshAgent>()); }
internal NativeArray <Transform2D> GetAllTransform2D(E_EntityOfTransform2D entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { } length = 0; return(new NativeArray <Transform2D>()); }
internal NativeArray <LFloat> GetAllMoveData_DeltaDeg(E_EntityOfMoveData entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { case E_EntityOfMoveData.PlayerCube: return(_GetAllPlayerCube_MoveData <LFloat>(_GetOffsetOfMoveData_DeltaDeg(), filterFunc, out length)); break; } length = 0; return(new NativeArray <LFloat>()); }
internal NativeArray <int> GetAllPlayerData_LocalId(E_EntityOfPlayerData entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { case E_EntityOfPlayerData.PlayerCube: return(_GetAllPlayerCube_PlayerData <int>(_GetOffsetOfPlayerData_LocalId(), filterFunc, out length)); break; } length = 0; return(new NativeArray <int>()); }
internal NativeArray <LFloat> GetAllTransform3D_Scale(E_EntityOfTransform3D entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { case E_EntityOfTransform3D.PlayerCube: return(_GetAllPlayerCube_Transform3D <LFloat>(_GetOffsetOfTransform3D_Scale(), filterFunc, out length)); break; } length = 0; return(new NativeArray <LFloat>()); }
public NativeArray <Prefab> GetAllPrefab(EAllocatorType allocatorType, E_EntityOfPrefab entity, FuncEntityFilter <Entity> filterFunc, out int length) { var val = _entities.GetAllPrefab(entity, filterFunc, out length); _RegisterAry(allocatorType, ref val);; return(val); }
internal NativeArray <PlayerCubeTag> GetAllPlayerCubeTag(E_EntityOfPlayerCubeTag entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { case E_EntityOfPlayerCubeTag.PlayerCube: return(_GetAllPlayerCube_PlayerCubeTag <PlayerCubeTag>(0, filterFunc, out length)); break; } length = 0; return(new NativeArray <PlayerCubeTag>()); }
public NativeArray <AssetData> GetAllAssetData(EAllocatorType allocatorType, E_EntityOfAssetData entity, FuncEntityFilter <Entity> filterFunc, out int length) { var val = _entities.GetAllAssetData(entity, filterFunc, out length); _RegisterAry(allocatorType, ref val);; return(val); }
internal NativeArray <bool> GetAllCollisionAgent_IsSleep(E_EntityOfCollisionAgent entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { } length = 0; return(new NativeArray <bool>()); }
public NativeArray <int> GetAllNavMeshAgent_Pad(EAllocatorType allocatorType, E_EntityOfNavMeshAgent entity, FuncEntityFilter <Entity> filterFunc, out int length) { var val = _entities.GetAllNavMeshAgent_Pad(entity, filterFunc, out length); _RegisterAry(allocatorType, ref val);; return(val); }
internal NativeArray <CollisionShape> GetAllCollisionAgent_Collider(E_EntityOfCollisionAgent entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { } length = 0; return(new NativeArray <CollisionShape>()); }
public NativeArray <LFloat> GetAllTransform3D_Scale(EAllocatorType allocatorType, E_EntityOfTransform3D entity, FuncEntityFilter <Entity> filterFunc, out int length) { var val = _entities.GetAllTransform3D_Scale(entity, filterFunc, out length); _RegisterAry(allocatorType, ref val);; return(val); }
private NativeArray <T> _GetAllBoid_BoidState <T>(int compFieldOffset, FuncEntityFilter <Entity> filterFunc, out int length) where T : unmanaged { return(_GetAllEntityField <T, Boid>(_BoidAry, _GetOffsetOfBoid_State() + compFieldOffset, filterFunc, out length)); }
public NativeArray <LFloat> GetAllMoveData_DeltaDeg(EAllocatorType allocatorType, E_EntityOfMoveData entity, FuncEntityFilter <Entity> filterFunc, out int length) { var val = _entities.GetAllMoveData_DeltaDeg(entity, filterFunc, out length); _RegisterAry(allocatorType, ref val);; return(val); }
private NativeArray <T> _GetAllBoidTarget_TargetMoveInfo <T>(int compFieldOffset, FuncEntityFilter <Entity> filterFunc, out int length) where T : unmanaged { return(_GetAllEntityField <T, BoidTarget>(_BoidTargetAry, _GetOffsetOfBoidTarget_MoveInfo() + compFieldOffset, filterFunc, out length)); }
private NativeArray <T> _GetAllPlayerCube_PlayerData <T>(int compFieldOffset, FuncEntityFilter <Entity> filterFunc, out int length) where T : unmanaged { return(_GetAllEntityField <T, PlayerCube>(_PlayerCubeAry, _GetOffsetOfPlayerCube_Player() + compFieldOffset, filterFunc, out length)); }
internal NativeArray <LVector3> GetAllCollisionAgent_Speed(E_EntityOfCollisionAgent entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { } length = 0; return(new NativeArray <LVector3>()); }