Struct ChunkEntityEnumerator
Helper utility to quickly identify the next available entity or component within a chunk (e.g. the index of the NativeArray_1 retrieved via GetComponentDataPtrRW<T>(ref ComponentTypeHandle<T>) or GetEntityDataPtrRO(EntityTypeHandle))
Namespace: Unity.Entities
Assembly: Unity.Entities.dll
Syntax
[GenerateTestsForBurstCompatibility]
public struct ChunkEntityEnumerator
Constructors
| Name | Description |
|---|---|
| ChunkEntityEnumerator(bool, v128, int) | Construct a new instance. |
Methods
| Name | Description |
|---|---|
| IsSparse() | Returns whether the available entities are not a single contiguous run starting at slot 0 (i.e. there are gaps between available entities). A fully-available chunk returns false. Does not consume any entities, so it may be called before iterating. |
| NextEntityIndex(out int) | Iterates through the given ArchetypeChunk, retrieving the index of the next available entity as defined by the mask info provided to the constructor. |
| NextEntityIndexBatch(out int, out int) | Iterates through the given ArchetypeChunk a whole contiguous run of available entities at a
time, rather than one index at a time as NextEntityIndex(out int) does. A run is a set of adjacent slots
that are all available; batching lets a caller process a dense span in one operation. When every entity is
available (the common case) this yields a single run |