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Game.Prefabs.RandomColorData

Assembly: Assembly-CSharp.dll
Namespace: Game.Prefabs

Type: struct

Base: IComponentData, IQueryTypeParameter

Summary:
A lightweight ECS component that stores two Bounds3 ranges used by systems that apply randomized color/variation or spatial-based variation to prefabs. Each Bounds3 represents a min/max 3D range (typically using float3) that can be used to drive randomness or parameterization based on angle and position. This struct is a plain value-type component intended to be attached to entities.


Fields

  • public Colossal.Mathematics.Bounds3 m_AngleRange
    Range describing angle-related values. Represented as a Bounds3 (min and max float3). Systems can use this to sample or clamp angle-based parameters (for example hue/rotation offsets or other per-instance angular variation).

  • public Colossal.Mathematics.Bounds3 m_PositionRange
    Range describing position-related values. Represented as a Bounds3 (min and max float3). Systems can use this to sample or clamp position-based parameters (for example spatial offsets that affect color or other per-instance variation).

Properties

  • This type has no properties.

Constructors

  • public RandomColorData()
    Implicit default constructor for the value type. Fields default to the default Bounds3 (typically zeroed min/max). Initialize explicitly when adding the component to an entity.

Methods

  • This type defines no methods beyond the default value-type members.

Usage Example

using Colossal.Mathematics;
using Unity.Entities;
using Unity.Mathematics;

// Create and add the component to an entity with explicit ranges:
var randomColor = new Game.Prefabs.RandomColorData
{
    m_AngleRange = new Bounds3(new float3(-10f, -10f, -10f), new float3(10f, 10f, 10f)),
    m_PositionRange = new Bounds3(new float3(-1f, 0f, -1f), new float3(1f, 2f, 1f))
};

entityManager.AddComponentData(someEntity, randomColor);

// A system can read this component and sample values within the provided Bounds3 to drive per-instance variation.