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Game.AreaColorData

Assembly: Assembly-CSharp
Namespace: Game.Prefabs

Type: struct

Base: IComponentData, IQueryTypeParameter

Summary:
Holds color settings used to render area visuals (fill and edge) and their appearance when selected. Colors are stored as UnityEngine.Color32 (RGBA bytes). Typically used on prefab/entity data to control area visualization in the editor and runtime.


Fields

  • public UnityEngine.Color32 m_FillColor
    Default semi-transparent fill color for the area. In GetDefaults() this is (128, 128, 128, 64).

  • public UnityEngine.Color32 m_EdgeColor
    Color used for the area outline/edge. Default in GetDefaults() is (128, 128, 128, 128).

  • public UnityEngine.Color32 m_SelectionFillColor
    Fill color applied when the area is selected. Default in GetDefaults() is (128, 128, 128, 128).

  • public UnityEngine.Color32 m_SelectionEdgeColor
    Edge color applied when the area is selected. Default in GetDefaults() is (128, 128, 128, 255).

Properties

  • None. This is a plain value-type component with public fields.

Constructors

  • public AreaColorData()
    Default struct constructor (fields will be zero-initialized unless set). Use GetDefaults() to obtain the commonly used preset values.

Methods

  • public static AreaColorData GetDefaults() : AreaColorData
    Returns a new AreaColorData instance populated with default color values used by the game:
  • m_FillColor = Color32(128,128,128,64)
  • m_EdgeColor = Color32(128,128,128,128)
  • m_SelectionFillColor = Color32(128,128,128,128)
  • m_SelectionEdgeColor = Color32(128,128,128,255)

Usage Example

using Unity.Entities;
using UnityEngine;
using Game.Prefabs;

// Get default colors and tweak one value
AreaColorData colors = AreaColorData.GetDefaults();
colors.m_FillColor = new Color32(200, 100, 100, 120);

// Add to an entity (example ECS usage)
var entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
Entity e = entityManager.CreateEntity();
entityManager.AddComponentData(e, colors);