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Game.EditorAssetCategoryOverrideData

Assembly: Assembly-CSharp
Namespace: Game.Prefabs

Type: struct

Base: IComponentData, IQueryTypeParameter

Summary:
An empty/tag component used to mark prefab assets in the editor whose category should be overridden. The struct is explicitly laid out with Size = 1 to ensure a stable, minimal native representation (blittable). It implements IComponentData so it can be attached to Entities and IQueryTypeParameter so it can be used in query type parameter contexts.


Fields

  • This type has no instance fields
    This struct is intentionally empty; it acts as a marker/tag component. The [StructLayout(LayoutKind.Sequential, Size = 1)] attribute ensures the type has a defined size (1 byte) for native interop and memory layout reasons.

Properties

  • None
    There are no properties on this type.

Constructors

  • public EditorAssetCategoryOverrideData()
    The default parameterless constructor is used (implicitly provided). As a value type with no fields, it can be created with "new EditorAssetCategoryOverrideData()" or default(EditorAssetCategoryOverrideData).

Methods

  • None
    The struct does not declare methods. Behavior is conveyed by systems that check for the presence/absence of this tag component.

Usage Example

// Add the tag to an existing entity
EntityManager.AddComponentData(someEntity, new EditorAssetCategoryOverrideData());

// Query to find entities marked for category override
Entities
    .WithAll<EditorAssetCategoryOverrideData>()
    .ForEach((Entity e) =>
    {
        // handle entities whose asset category should be overridden
    }).Schedule();

Additional notes: - Use this component as a simple marker; systems should detect its presence to apply editor-specific category override logic. - The small fixed size and sequential layout are useful for deterministic layout and potential native code interactions.