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Game.Prefabs.ForceUnlockRequirementData

Assembly: Assembly-CSharp (game/runtime assembly)
Namespace: Game.Prefabs

Type: struct

Base: IComponentData, IQueryTypeParameter

Summary:
A lightweight ECS component used to declare that a specific prefab (referenced by an Entity) is a requirement for a "force unlock" condition. It stores a single Entity reference to the prefab that must be considered for unlocking logic. Implementing IComponentData makes it attachable to entities; IQueryTypeParameter indicates it can be used as a query parameter type in Unity.Entities queries for filtering or processing.


Fields

  • public Entity m_Prefab
    Holds the Entity reference to the prefab that is the target/requirement for the force-unlock check. This is the only data this component carries; it is expected to reference a prefab entity elsewhere in the ECS world.

Properties

  • This type has no properties.

Constructors

  • public ForceUnlockRequirementData()
    No explicit constructors are defined. As a value type (struct), it has the default parameterless constructor provided by .NET which initializes m_Prefab to Entity.Null.

Methods

  • This type defines no methods.

Usage Example

// Example: attach the requirement to an entity so systems can detect the required prefab.
using Unity.Entities;
using Game.Prefabs;

public void AddForceUnlockRequirement(EntityManager entityManager, Entity ownerEntity, Entity requiredPrefab)
{
    var requirement = new ForceUnlockRequirementData { m_Prefab = requiredPrefab };
    entityManager.AddComponentData(ownerEntity, requirement);
}

Notes: - Typically used by systems that check whether a given prefab is present/unlocked and then perform "force unlock" logic. - Because it implements IQueryTypeParameter, it can be used in query filters or as part of typed queries to locate relevant entities quickly.