Game.Prefabs.DevTreeNodeRequirement
Assembly: Assembly-CSharp.dll
Namespace: Game.Prefabs
Type: struct
Base: Unity.Entities.IBufferElementData
Summary:
Represents a single requirement entry for a development/tree node in the game's DOTS ECS. This struct is a buffer element (IBufferElementData) that stores an Entity reference (m_Node) pointing to another node that is required. Use as elements of a DynamicBuffer
Fields
public Unity.Entities.Entity m_Node
Stores the Entity reference for the required dev-tree node. As a plain Entity field, this is blittable and suitable for use in burst-compiled jobs and ECS buffers.
Properties
- (none)
Constructors
public DevTreeNodeRequirement()
Implicit default struct constructor provided by C#. You can also create instances with object initializer syntax: new DevTreeNodeRequirement { m_Node = someEntity };
Methods
- (none)
Usage Example
using Unity.Entities;
using Game.Prefabs;
// Add a requirement to an entity (e.g., inside a SystemBase)
protected override void OnUpdate()
{
// Example: add a requirement to 'targetEntity' that points to 'requiredNodeEntity'
Entity targetEntity = /* obtain or create entity */;
Entity requiredNodeEntity = /* obtain required node entity */;
// Ensure the buffer exists, then add the requirement
var buffer = EntityManager.HasComponent<DevTreeNodeRequirement>(targetEntity)
? EntityManager.GetBuffer<DevTreeNodeRequirement>(targetEntity)
: EntityManager.AddBuffer<DevTreeNodeRequirement>(targetEntity);
buffer.Add(new DevTreeNodeRequirement { m_Node = requiredNodeEntity });
}