Game.Prefabs.BiomePrefab
Assembly:
Assembly-CSharp
Namespace:
Game.Prefabs
Type:
class
Base:
PrefabBase
Summary:
Prefab component used to mark a Unity prefab so that, when converted to ECS, the resulting entity will include the BiomePrefabData component. The class appears in Unity's Add Component menu under "Diversity/" (via the ComponentMenu attribute). It overrides GetPrefabComponents to add ComponentType.ReadWrite
Fields
- None
This class declares no instance or static fields.
Properties
- None
No public or private properties are declared on this type.
Constructors
public BiomePrefab()
Default parameterless constructor (inherited/implicit). In Unity this component is typically created/attached via the editor rather than constructed directly in code.
Methods
public override void GetPrefabComponents(HashSet<ComponentType> components)
Overrides PrefabBase.GetPrefabComponents. Calls the base implementation to collect standard prefab components, then addsComponentType.ReadWrite<BiomePrefabData>()
to the provided set so converted entities will have the BiomePrefabData component (read/write access).
Usage Example
// Typical use: attach the BiomePrefab component to a GameObject prefab in the editor.
// During prefab-to-entity conversion, the conversion system will call GetPrefabComponents
// and ensure the entity has the BiomePrefabData component.
var components = new HashSet<Unity.Entities.ComponentType>();
var prefab = new Game.Prefabs.BiomePrefab();
// (In practice Unity manages MonoBehaviour lifecycle; calling this directly is illustrative.)
prefab.GetPrefabComponents(components);
// components now contains: ComponentType.ReadWrite<BiomePrefabData>()
Additional notes: - BiomePrefabData is expected to be an IComponentData (ECS component) representing biome-related data used by the game's systems. - The ComponentMenu attribute places this component under "Diversity/" in Unity's Add Component menu for easier assignment to prefabs.