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Game.Prefabs.Climate.ClimateData

Assembly: Assembly-CSharp
Namespace: Game.Prefabs.Climate

Type: struct

Base: IComponentData, IQueryTypeParameter

Summary:
ClimateData is an intentionally empty marker component used by the ECS to tag entities/prefabs that are related to the game's climate system. It is decorated with StructLayout(LayoutKind.Sequential, Size = 1) so the struct occupies one byte (avoiding a zero-sized type). Implementing IComponentData makes it a Unity ECS component; implementing IQueryTypeParameter allows it to be used directly in query/type-parameter contexts (e.g., WithAll() or job query type parameters).


Fields

  • This struct declares no instance fields.
    It is a marker/flag component; the StructLayout attribute enforces a one-byte size at runtime.

Properties

  • None

Constructors

  • public ClimateData() (implicit default)
    Since ClimateData is a struct with no explicit constructors, a default parameterless constructor exists implicitly. The struct is trivially constructible.

Methods

  • None

Usage Example

using Unity.Entities;

// Create an entity that is tagged as climate-related:
var entity = entityManager.CreateEntity(typeof(Game.Prefabs.Climate.ClimateData));

// Alternatively add the marker to an existing entity:
entityManager.AddComponent< Game.Prefabs.Climate.ClimateData >(existingEntity);

// Query entities that have the ClimateData marker:
Entities
    .WithAll<Game.Prefabs.Climate.ClimateData>()
    .ForEach((Entity e) =>
    {
        // handle climate-tagged entity
    }).Run();