Game.Prefabs.ForceUIGroupUnlockData
Assembly: Game (inferred)
Namespace: Game.Prefabs
Type: struct
Base: Unity.Entities.IBufferElementData
Summary:
A simple buffer element used to request/record that a specific Entity's UI group should be unlocked. This struct contains only an Entity reference and is intended to be stored in a DynamicBuffer
Fields
public Unity.Entities.Entity m_Entity
Holds the Entity whose UI group should be unlocked. Add instances of this element to a dynamic buffer to signal a request for unlocking that entity's UI group.
Properties
- This type has no properties.
Constructors
public ForceUIGroupUnlockData()
The default (parameterless) constructor is provided by the compiler. You can initialize the field inline when adding to a buffer, e.g.new ForceUIGroupUnlockData { m_Entity = targetEntity }
.
Methods
- This type defines no methods. It is a plain data container (IBufferElementData).
Usage Example
// Example inside a SystemBase or ISystem-based system
protected override void OnUpdate()
{
var em = EntityManager;
var ecb = new EntityCommandBuffer(Unity.Collections.Allocator.Temp);
// Suppose 'requester' is an entity that should hold the buffer, and 'target' is the entity
// whose UI group we want to force-unlock.
Entity requester = /* obtain or create the requester entity */;
Entity target = /* the entity whose UI group to unlock */;
// Ensure the buffer exists (or add it)
if (!em.HasComponent<ForceUIGroupUnlockData>(requester))
em.AddBuffer<ForceUIGroupUnlockData>(requester);
// Add a buffer element to request the unlock
var buffer = em.GetBuffer<ForceUIGroupUnlockData>(requester);
buffer.Add(new ForceUIGroupUnlockData { m_Entity = target });
// Alternatively, when scheduling structural changes use an EntityCommandBuffer:
var buf = ecb.AddBuffer<ForceUIGroupUnlockData>(requester);
buf.Add(new ForceUIGroupUnlockData { m_Entity = target });
ecb.Playback(em);
ecb.Dispose();
}
Notes:
- Process these buffer entries in a separate system that reads DynamicBuffer