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Game.Prefabs.InfoviewData

Assembly:
Assembly-CSharp

Namespace: Game.Prefabs

Type:
struct

Base:
IComponentData, IQueryTypeParameter

Summary:
A lightweight ECS component used by the game's systems to store an info-view notification mask. This value is a uint bitmask that indicates which notification categories or flags are enabled for the associated entity. The exact bit meaning is defined by the game's notification/UI systems; by default the mask is 0 (no notifications).


Fields

  • public uint m_NotificationMask
    Bitmask value representing which notifications are active for this entity's info view. As a plain uint, individual bits correspond to notification categories/flags; systems read and update this field to control what the UI shows.

Properties

  • None.
    This struct exposes no properties; it is a simple POD ECS component.

Constructors

  • public InfoviewData()
    The compiler-provided default constructor initializes m_NotificationMask to 0. You can initialize the struct using object initializer syntax when adding it to an entity.

Methods

  • None.
    This component contains no methods — it's intended to be read and written by ECS systems or jobs.

Usage Example

// Add the component to an existing entity with a specific mask
var mask = 0u; // set appropriate bits according to the game's notification definitions
entityManager.AddComponentData(entity, new InfoviewData { m_NotificationMask = mask });

// Read/modify inside a SystemBase
public partial class InfoviewSystem : SystemBase
{
    protected override void OnUpdate()
    {
        Entities.ForEach((ref InfoviewData info) =>
        {
            // Example: enable a particular notification bit (bit 0)
            info.m_NotificationMask |= 1u;
        }).ScheduleParallel();
    }
}