Game.Effects.VFXUpdateInfo
Assembly: Assembly-CSharp
Namespace: Game.Effects
Type: struct
Base: System.ValueType
Summary:
Lightweight value-type used by the game's VFX system to describe a per-update VFX operation. Carries the update kind (VFXUpdateType) and a two-component integer index (Unity.Mathematics.int2) that the VFX pipeline can use to select or enable specific effects or layers. This struct is suitable for passing through jobs or native-compatible code because it contains only value-type fields.
Fields
-
public VFXUpdateType m_Type
This enum field specifies what kind of VFX update is requested (e.g., enable, disable, refresh — exact enum values are defined in VFXUpdateType). The VFX system reads this to determine the operation to perform for the targeted effect(s). -
public Unity.Mathematics.int2 m_EnabledIndex
A packed two-integer index typically used to identify a particular effect instance, layer, or slot. Uses Unity.Mathematics.int2 for small, efficient storage and good compatibility with Unity's Burst/Jobs systems. Interpret the X/Y components according to the consuming VFX code (for example, X = group index, Y = element index).
Properties
- This struct does not expose any properties; it exposes two public fields for direct, value-type access (suitable for performance-sensitive contexts).
Constructors
public VFXUpdateInfo()
Structs have an implicit parameterless constructor that zero-initializes fields. You can also initialize via an object initializer. There is no explicit constructor defined in source.
Methods
- This struct defines no methods. It is a plain data container.
Usage Example
using Unity.Mathematics;
using Game.Effects;
// create and initialize
var info = new VFXUpdateInfo
{
m_Type = VFXUpdateType.Enable, // example enum value
m_EnabledIndex = new int2(2, 1) // group 2, element 1 (interpretation depends on consumer)
};
// pass to a VFX system or job
VFXSystem.EnqueueUpdate(info);
Notes: - Because this is a struct with simple value fields (an enum and an int2), it is efficient to pass by value and works well with Unity Jobs/Burst where blittable types are preferred. - Check the VFXUpdateType enum definition and the consuming VFX system to understand the exact semantics of m_Type and the meaning/layout of m_EnabledIndex.