Game.Prefabs.AreaNameData
Assembly: Game
Namespace: Game.Prefabs
Type: struct
Base: System.ValueType, Unity.Entities.IComponentData, Unity.Entities.IQueryTypeParameter
Summary:
AreaNameData is a small ECS component (value type) used to store color information for area name labels. It contains two Color32 fields: one for the normal (unselected) color and one for the selected color. A static GetDefaults() helper returns a recommended default palette (mid-gray with semi-transparent normal alpha and fully opaque selected alpha). This component is intended to be attached to entities/prefabs that need to render or style area name text in the game UI/world.
Fields
-
public UnityEngine.Color32 m_Color
Holds the default/unselected color for the area name text. In GetDefaults() this is set to (128,128,128,128) — a mid-gray with 50% alpha. -
public UnityEngine.Color32 m_SelectedColor
Holds the color used when the area name is selected or highlighted. In GetDefaults() this is set to (128,128,128,255) — same mid-gray but fully opaque.
Properties
- None.
This struct exposes public fields and a static factory method rather than properties.
Constructors
- Implicit parameterless struct constructor (
public AreaNameData()
)
As a C# struct, it has an implicit parameterless constructor that initializes fields to their default values (Color32 default is (0,0,0,0)). Use GetDefaults() to obtain the typical initialized values used by the game.
Methods
public static AreaNameData GetDefaults()
: Game.Prefabs.AreaNameData
Returns an AreaNameData initialized with the recommended default colors:- m_Color = Color32(128, 128, 128, 128)
- m_SelectedColor = Color32(128, 128, 128, 255)
Use this to quickly obtain a standard color set for area name components.
Usage Example
using Unity.Entities;
using UnityEngine;
using Game.Prefabs;
// Create an entity with the AreaNameData component and set the default colors
var entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
var archetype = entityManager.CreateArchetype(typeof(AreaNameData));
var entity = entityManager.CreateEntity(archetype);
// Apply recommended defaults
entityManager.SetComponentData(entity, AreaNameData.GetDefaults());
// Or create a custom color set
var custom = AreaNameData.GetDefaults();
custom.m_Color = new Color32(200, 100, 50, 200);
custom.m_SelectedColor = new Color32(255, 200, 150, 255);
entityManager.SetComponentData(entity, custom);