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Game.Buildings.WelfareOffice

Assembly: Assembly-CSharp
Namespace: Game.Buildings

Type: struct

Base: IComponentData, IQueryTypeParameter, IEmptySerializable

Summary: WelfareOffice is an empty/tag ECS component used to identify entities that represent a "welfare office" building in the game's entity-component system. The struct is explicitly given a layout/size of 1 byte through the StructLayout attribute to ensure it is not a zero-sized type (which can be important for some serialization or interop scenarios). Being empty, it carries no data—its presence/absence on an entity is used for queries, filtering, or behavior selection.


Fields

  • This type declares no instance fields.
    WelfareOffice is an empty/tag component; its existence on an entity is the meaningful information.

Properties

  • This type declares no properties.

Constructors

  • public WelfareOffice()
    There is no custom constructor defined. As a value type (struct) it has the default parameterless constructor produced by the runtime. No initialization is required because the component contains no data.

Methods

  • This type declares no methods.
    It implements IQueryTypeParameter and IEmptySerializable to integrate with the game's ECS query/serialization systems, but provides no runtime behavior itself.

Usage Example

// Add the tag component to an entity
var entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
Entity someBuildingEntity = /* obtain/create entity */;
entityManager.AddComponentData(someBuildingEntity, new WelfareOffice());

// Query for all welfare office entities in a system
Entities.WithAll<WelfareOffice>().ForEach((Entity e) =>
{
    // operate on welfare office entities
}).Schedule();