private void InvalidateSlot(ushort handle) { var block = _stateMemory.GetBlock(handle, out var subIndex); StateAllocator.IncVersion(ref block->Version[subIndex]); ++Version; }
internal WorldUnmanagedImpl(ulong sequenceNumber, WorldFlags flags) { CurrentTime = default; #if ENABLE_UNITY_COLLECTIONS_CHECKS AllowGetSystem = true; #endif SequenceNumber = sequenceNumber; MaximumDeltaTime = 1.0f / 3.0f; Flags = flags; _unmanagedSlotByTypeHash = new UnsafeMultiHashMap <long, ushort>(32, Allocator.Persistent); _pendingDestroys = new UnsafeList <ushort>(32, Allocator.Persistent); _stateMemory = default; _stateMemory.Init(); Version = 0; ExecutingSystem = default; }