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Game.Prefabs.ManualUITagsConfigurationData

Assembly:
Assembly-CSharp (likely — this type is from the game's compiled assemblies; verify in your mod project or decompiled assemblies)

Namespace:
Game.Prefabs

Type:
struct (value type)

Base:
System.ValueType — implements Unity.Entities.IComponentData, Unity.Entities.IQueryTypeParameter

Summary:
ManualUITagsConfigurationData is an empty "tag" component used by the game's ECS to mark entities (or prefabs) that are associated with manual UI tags configuration. The struct is explicitly given a sequential layout and a Size of 1 via [StructLayout(LayoutKind.Sequential, Size = 1)] to avoid zero-sized-struct issues and ensure it occupies a small, stable footprint when used as a component or query parameter. As an IComponentData it can be attached to entities; as an IQueryTypeParameter it can be used with Entities queries where appropriate.


Fields

  • (no instance fields)
    This struct declares no instance fields; it serves as a marker/tag component. The explicit StructLayout(Size = 1) attribute ensures the struct occupies 1 byte.

Properties

  • (no properties)
    There are no properties defined on this struct.

Constructors

  • public ManualUITagsConfigurationData()
    Implicit default constructor provided by the C# compiler. Since the struct has no fields, construction is trivial; the explicit layout attribute still makes the struct occupy a single byte.

Methods

  • (no methods)
    This type defines no methods. It is used purely as a tag and for query typing.

Usage Example

using Unity.Entities;
using Game.Prefabs;

// Add the tag to an entity (EntityManager API)
void AddManualUITagsTag(EntityManager entityManager, Entity entity)
{
    entityManager.AddComponentData(entity, new ManualUITagsConfigurationData());
}

// Use in an ECS System query (example patterns)
// 1) Using WithAll to filter by the tag:
Entities
    .WithAll<ManualUITagsConfigurationData>()
    .ForEach((Entity e, ref SomeOtherComponent comp) =>
    {
        // process entities that have the ManualUITagsConfigurationData tag
    }).Schedule();

// 2) As a query parameter (IQueryTypeParameter can allow different query patterns depending on ECS version)
// Note: adapt to your Entities package / API version.

Additional notes: - Because this is an empty marker type, it's commonly used to flag entities/prefabs and to drive conditional logic in systems or conversions. - If you need to store data (e.g., configuration values), consider creating a separate IComponentData with fields instead of using this tag.