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Game.InfomodeActive

Assembly: Assembly-CSharp
Namespace: Game.Prefabs

Type: struct

Base: IComponentData, IQueryTypeParameter

Summary:
InfomodeActive is a small ECS component used to mark an entity as being the currently active "infomode" (or a candidate thereof) with an associated priority and index values. It stores three integer fields: a priority (used to select the highest-priority infomode) and two index values that identify the primary and secondary infomode slots. As an IComponentData, it can be attached to entities and used in queries and systems; implementing IQueryTypeParameter allows it to be used in more advanced query/filter scenarios.


Fields

  • public int m_Priority
    Holds the priority of this infomode. Higher values typically indicate higher precedence when determining which infomode should be active.

  • public int m_Index
    Primary index identifying the infomode slot or type.

  • public int m_SecondaryIndex
    Secondary index for additional identification/details of the infomode (e.g., a sub-type or variation).

Properties

  • None.
    This struct exposes only public fields and does not define C# properties.

Constructors

  • public InfomodeActive(int priority, int index, int secondaryIndex)
    Initializes a new InfomodeActive with the given priority, index, and secondaryIndex.

Methods

  • None.
    This type contains no methods beyond its constructor. Behavior is provided by ECS systems that read or write this component.

Usage Example

// Add this component to an entity to mark it as an active infomode.
var infomode = new InfomodeActive(priority: 10, index: 3, secondaryIndex: 0);
EntityManager em = World.DefaultGameObjectInjectionWorld.EntityManager;
em.AddComponentData(someEntity, infomode);

// Or update an existing entity's infomode component in a SystemBase:
Entities
    .WithName("SetInfomodePriority")
    .ForEach((ref InfomodeActive ia) =>
    {
        ia.m_Priority = math.max(ia.m_Priority, 20);
    }).ScheduleParallel();