Game.Net.ConnectedEdge
Assembly: Assembly-CSharp (likely Assembly-CSharp.dll)
Namespace: Game.Net
Type: struct
Base: Unity.Entities.IBufferElementData, System.IEquatable
Summary:
Represents a single buffer element that references a network edge Entity. Marked with InternalBufferCapacity(4) so DynamicBuffer
Fields
public Unity.Entities.Entity m_Edge
Holds the Entity that represents the connected edge. This is the value used for equality and hashing.
Properties
- None. This struct exposes a single public field and no properties.
Constructors
public ConnectedEdge(Unity.Entities.Entity edge)
Creates a ConnectedEdge that references the given edge entity. Simply assigns the provided Entity to m_Edge.
Methods
-
public bool Equals(ConnectedEdge other)
Compares this instance to another ConnectedEdge by comparing their m_Edge values (Entity equality). -
public override int GetHashCode()
Returns the hash code of the underlying Entity (m_Edge.GetHashCode()).
Usage Example
// Example: attach a DynamicBuffer<ConnectedEdge> to a node entity and add an edge reference
var nodeEntity = /* some entity representing a node */;
var edgeEntity = /* some entity representing an edge */;
// Ensure the buffer exists and add a connected edge
var buffer = entityManager.GetBuffer<ConnectedEdge>(nodeEntity);
buffer.Add(new ConnectedEdge(edgeEntity));
// Check for existence (simple example)
bool contains = false;
foreach (var ce in buffer)
{
if (ce.Equals(new ConnectedEdge(edgeEntity)))
{
contains = true;
break;
}
}