Game.Prefabs.ResourceStackInEditor
Assembly: Game
Namespace: Game.Prefabs
Type: struct
Base: System.ValueType
Summary:
Serializable value-type representing a stack of a specific resource used in editor contexts (prefab editing). Holds a reference to a ResourceInEditor entry and an integer amount. Typically used to represent how many units of a resource a prefab contains or requires while editing prefabs in the editor UI. The struct is attributed with [Serializable] so it can be serialized by .NET/Unity serializers where applicable.
Fields
-
public ResourceInEditor m_Resource
Reference to the resource definition used in the editor. ResourceInEditor is declared in the Game.Economy namespace and describes the resource type and editor-specific metadata. -
public int m_Amount
Integer amount/count of the resource in this stack. Usually represents a non-negative quantity of the resource associated with the prefab in the editor.
Properties
- (none)
This struct exposes only public fields and does not define any properties.
Constructors
public ResourceStackInEditor()
The default parameterless constructor is the implicit value-type constructor provided by C#. It initializes m_Resource to its default value and m_Amount to 0. No custom constructors are defined in the source.
Methods
- (none)
This struct does not define methods — it is a plain data container intended for storage/serialization and passing resource stack data in editor code. Be mindful that as a struct it uses value semantics (copy on assignment).
Usage Example
// Example: create and populate a resource stack in editor code
var resourceEntry = new ResourceInEditor
{
// initialize ResourceInEditor fields as needed
};
ResourceStackInEditor stack = new ResourceStackInEditor
{
m_Resource = resourceEntry,
m_Amount = 100
};
// Passing stack around will copy the struct (value semantics)
ProcessStack(stack);
void ProcessStack(ResourceStackInEditor s)
{
// s is a copy; modifying s here won't modify the original instance
Console.WriteLine($"Resource: {s.m_Resource}, Amount: {s.m_Amount}");
}