Game.Prefabs.ProcessingCompanyData
Assembly: Assembly-CSharp (inferred)
Namespace: Game.Prefabs
Type: struct
Base: System.ValueType, implements Unity.Entities.IComponentData, Unity.Entities.IQueryTypeParameter
Summary:
Lightweight marker (tag) component used to identify entities that represent a "processing company" prefab in the game's ECS. The struct is deliberately empty and decorated with [StructLayout(LayoutKind.Sequential, Size = 1)] to ensure it has a non-zero size at runtime (avoiding some problems that can arise with zero-sized types in certain interop or memory layouts). Because it implements IComponentData it can be attached to entities; IQueryTypeParameter allows it to be used in ECS query type parameters.
Fields
- (none)
This struct contains no fields. The meaningful aspect is the presence of the component as a tag and the StructLayout attribute that forces a size of 1.
Properties
- (none)
Constructors
public ProcessingCompanyData()
Struct has the implicit default constructor (no explicit constructors are defined). Use the default instance to add the tag to an entity.
Methods
- (none)
Usage Example
// Tag an entity as a processing company:
var em = World.DefaultGameObjectInjectionWorld.EntityManager;
Entity companyEntity = em.CreateEntity(typeof(Game.Prefabs.ProcessingCompanyData));
// Or add the tag to an existing entity:
em.AddComponentData(existingEntity, new Game.Prefabs.ProcessingCompanyData());
// Query for entities with the tag:
Entities
.WithAll<Game.Prefabs.ProcessingCompanyData>()
.ForEach((Entity e) =>
{
// process processing-company entities
}).Schedule();