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 <Prefab> GetAllPrefab(E_EntityOfPrefab entity) { switch (entity) { case E_EntityOfPrefab.PlayerCube: return(_GetAllPlayerCube_Prefab <Prefab>(0)); break; } return(new NativeArray <Prefab>()); }
internal NativeArray <int> GetAllPrefab_AssetId(E_EntityOfPrefab entity) { switch (entity) { case E_EntityOfPrefab.PlayerCube: return(_GetAllPlayerCube_Prefab <int>(_GetOffsetOfPrefab_AssetId())); break; } return(new NativeArray <int>()); }
public NativeArray <int> GetAllPrefab_AssetId(EAllocatorType allocatorType, E_EntityOfPrefab entity, FuncEntityFilter <Entity> filterFunc, out int length) { var val = _entities.GetAllPrefab_AssetId(entity, filterFunc, out length); _RegisterAry(allocatorType, ref val);; return(val); }
public NativeArray <int> GetAllPrefab_AssetId(EAllocatorType allocatorType, E_EntityOfPrefab entity) { var val = _entities.GetAllPrefab_AssetId(entity); _RegisterAry(allocatorType, ref val);; return(val); }