using Unity.Entities; public struct EntityQueryDescContainerBasic : IEntityQueryDescContainer { public EntityQueryDesc BeginAbilityCastJobQueryDesc => new EntityQueryDesc { All = new[] { ComponentType.ReadOnly(), ComponentType.ReadOnly(), ComponentType.ReadOnly() }, }; public EntityQueryDesc UpdateCooldownsJobQueryDesc => new EntityQueryDesc { All = new[] { ComponentType.ReadOnly(), ComponentType.ReadWrite(), ComponentType.ReadOnly() }, }; public EntityQueryDesc CheckAbilityAvailableJobQueryDesc_UpdateAvailability => new EntityQueryDesc { All = new[] { ComponentType.ReadWrite(), ComponentType.ReadOnly(), ComponentType.ReadOnly() }, }; public EntityQueryDesc CheckAbilityAvailableJobQueryDesc_CheckResources => new EntityQueryDesc { All = new[] { ComponentType.ReadWrite(), ComponentType.ReadOnly(), ComponentType.ReadOnly() }, }; public EntityQueryDesc CheckAbilityGrantedJobQueryDesc => new EntityQueryDesc { All = new[] { ComponentType.ReadOnly() }, }; }