Game.Buildings.ParkMaintenance
Assembly: Assembly-CSharp (typical game assembly; the exact assembly may vary by build)
Namespace: Game.Buildings
Type: struct
Base: IComponentData, IQueryTypeParameter, IEmptySerializable
Summary: ParkMaintenance is an empty/tag ECS component used to mark entities (typically buildings) that represent park maintenance functionality. The struct is explicitly laid out with Size = 1 to ensure it is not a zero-sized type (avoiding certain runtime/storage issues) and to keep its memory footprint minimal. Implementing IComponentData makes it usable in Unity's ECS; IQueryTypeParameter enables using the type in query APIs; IEmptySerializable indicates support for the game's serialization conventions for empty components.
Fields
- (none)
This struct contains no instance fields. It is used as a marker/tag component.
Properties
- (none)
No properties are defined.
Constructors
public ParkMaintenance()
The default parameterless constructor is the implicit, compiler-provided constructor. The type is an empty value-type used only as a marker.
Methods
- (none)
No methods are defined on this struct.
Usage Example
// Add the marker component to an entity
var entity = entityManager.CreateEntity(typeof(Game.Buildings.ParkMaintenance));
// or add to an existing entity
entityManager.AddComponentData(entity, new Game.Buildings.ParkMaintenance());
// Query or operate on entities that have the marker
public partial class ParkMaintenanceSystem : Unity.Entities.SystemBase
{
protected override void OnUpdate()
{
// Example: perform work only on entities tagged with ParkMaintenance
Entities
.WithAll<Game.Buildings.ParkMaintenance>()
.ForEach((Entity entity) =>
{
// handle park maintenance logic for this entity
})
.Schedule();
}
}
Notes: - The StructLayout(Size = 1) attribute ensures a non-zero size for the empty struct, which can be important for certain serialization/storage or native interop expectations. - Use this component as a lightweight tag to filter/query entities in ECS systems; no payload data is stored in the component itself.