Game.Prefabs.NetSubSection
Assembly: Assembly-CSharp
Namespace: Game.Prefabs
Type: struct
Base: Unity.Entities.IBufferElementData
Summary:
NetSubSection is an ECS buffer element used to reference and qualify a subsection entity of a network prefab. It stores the referenced subsection Entity together with bitflag fields (CompositionFlags and NetSectionFlags) that describe composition and section inclusion/exclusion criteria for that subsection. This struct is intended for use with DynamicBuffer
Fields
-
public Entity m_SubSection
Reference to the subsection Entity (an ECS entity representing a network subsection/prefab segment). This is the primary link to the actual subsection content. -
public CompositionFlags m_CompositionAll
Bitflags that must all be present in the subsection's composition for this entry to apply. Treated as an "all required" mask. -
public CompositionFlags m_CompositionAny
Bitflags where at least one must be present in the subsection's composition for this entry to apply. Treated as an "any of" mask. -
public CompositionFlags m_CompositionNone
Bitflags that must NOT be present in the subsection's composition for this entry to apply. Treated as an exclusion mask. -
public NetSectionFlags m_SectionAll
Bitflags that must all be present in the subsection's net section flags for this entry to apply. Acts as an "all required" mask for section flags. -
public NetSectionFlags m_SectionAny
Bitflags where at least one must be present in the subsection's net section flags for this entry to apply. Acts as an "any of" mask for section flags. -
public NetSectionFlags m_SectionNone
Bitflags that must NOT be present in the subsection's net section flags for this entry to apply. Acts as an exclusion mask for section flags.
Properties
- (none)
This struct exposes only public fields and implements IBufferElementData; it has no properties.
Constructors
- (implicit default)
The struct uses the implicit default constructor (value-type default). Initialize fields manually when adding to a DynamicBufferor create your own helper factory method if convenient.
Methods
- (none)
No instance methods are declared; this is a plain data-only buffer element.
Usage Example
// Example: adding subsections to an entity's buffer in a System/Component setup
// Assume `entityManager` is available and `parentEntity` is the entity holding subsections.
// Also assume `subSectionEntity` is a previously created subsection entity.
var buffer = entityManager.AddBuffer<Game.Prefabs.NetSubSection>(parentEntity);
buffer.Add(new Game.Prefabs.NetSubSection {
m_SubSection = subSectionEntity,
m_CompositionAll = CompositionFlags.None,
m_CompositionAny = CompositionFlags.SomeFlag, // example flag
m_CompositionNone = CompositionFlags.OtherFlag,
m_SectionAll = NetSectionFlags.SectionA,
m_SectionAny = NetSectionFlags.SectionB,
m_SectionNone = NetSectionFlags.None
});
Notes:
- CompositionFlags and NetSectionFlags are expected to be enum bitflags used by the game's prefab selection logic. Check their definitions to know which bits correspond to which composition/section semantics.
- Because NetSubSection implements IBufferElementData, it should be used with DynamicBuffer