Game.Net.Taxiway
Assembly:
Game (assembly name may vary depending on build; often found in the game's game/Assembly-CSharp or Game assembly)
Namespace: Game.Net
Type: struct
Base: IComponentData, IQueryTypeParameter, IEmptySerializable
Summary: A tiny marker/tag ECS component used to mark entities as taxiway-related. The struct is empty (no instance fields) and is explicitly laid out to occupy a single byte (StructLayout Sequential, Size = 1). It implements IComponentData so it can be attached to entities, IQueryTypeParameter so it can be used in entity queries, and IEmptySerializable to participate in Colossal's serialization for empty components.
Fields
- This struct defines no instance fields.
The StructLayout(Size = 1) attribute ensures the empty struct is represented with a 1-byte size for serialization and interop purposes.
Properties
- None. This type does not expose properties.
Constructors
- No explicit constructors are defined. As a value type (struct) it has the implicit default parameterless constructor, and it is intended to be used as an empty/tag component (e.g., new Taxiway() or via CreateEntity(typeof(Taxiway))).
Methods
- None. There are no methods on this type.
Usage Example
using Unity.Entities;
using Game.Net;
public partial class TaxiwaySetupSystem : SystemBase
{
protected override void OnCreate()
{
base.OnCreate();
// Create an entity that has the Taxiway tag component
Entity taxiwayEntity = EntityManager.CreateEntity(typeof(Taxiway));
// Alternatively: add the tag to an existing entity
// EntityManager.AddComponentData(existingEntity, new Taxiway());
}
protected override void OnUpdate()
{
// Query all entities that are marked as Taxiway
Entities
.WithAll<Taxiway>()
.ForEach((Entity e) =>
{
// Process taxiway entities here
})
.WithoutBurst() // remove or change depending on usage
.Run();
}
}
Notes: - Taxiway is intended as a lightweight marker/component in the Unity DOTS ECS used by the game. Use CreateEntity(typeof(Taxiway)) to create entities that carry the tag, or AddComponentData/AddComponent to attach it to existing entities. - Because it implements IEmptySerializable, the component participates correctly in the game's serialization/streaming systems for empty components.