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Game.Prefabs.CityBoundaryData

Assembly: Assembly-CSharp
Namespace: Game.Prefabs

Type: struct

Base: System.ValueType, IComponentData, IQueryTypeParameter

Summary:
CityBoundaryData is an empty/tag ECS component used to mark entities that represent the city's boundary. The type is decorated with [StructLayout(LayoutKind.Sequential, Size = 1)] to ensure the struct occupies at least one byte (useful for some interop or layout assumptions and to avoid zero-sized type issues). As an IComponentData it can be attached to ECS entities and used in queries or to select entities in systems; as an IQueryTypeParameter it can be used directly in EntityQuery or Entities API filtering.


Fields

  • None.
    This is a tag component with no instance fields. The StructLayout(Size = 1) attribute gives it a non-zero size despite having no managed fields.

Properties

  • None.

Constructors

  • public CityBoundaryData()
    Default value-type constructor (implicit). No custom construction logic.

Methods

  • None.

Usage Example

// Add the tag component to a created entity
var entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
var boundaryEntity = entityManager.CreateEntity(typeof(Game.Prefabs.CityBoundaryData));

// Query entities tagged with CityBoundaryData in a SystemBase
public partial class BoundaryProcessingSystem : SystemBase
{
    protected override void OnUpdate()
    {
        Entities
            .WithAll<Game.Prefabs.CityBoundaryData>()
            .ForEach((Entity entity) =>
            {
                // process boundary entity
            })
            .WithoutBurst()
            .Run();
    }
}