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 initializesm_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();
}
}