Game.Prefabs.RouteConfigurationData
Assembly: Assembly-CSharp
Namespace: Game.Prefabs
Type: struct
Base: IComponentData, IQueryTypeParameter
Summary:
RouteConfigurationData is a lightweight ECS component that holds Entity references to prefab assets used by the routing/pathfinding and visualization systems. Each field is expected to reference an Entity that represents a prefab (visualization, notification, or fallback) used when constructing or displaying routes for different transport types in the game.
Fields
-
public Entity m_PathfindNotification
Holds an Entity (prefab) used to spawn a notification or marker when pathfinding events occur (for example, to signal completion/failure of a path request). -
public Entity m_CarPathVisualization
Entity prefab used to visualize road/car routes (e.g., path overlays or gizmos showing car routes). -
public Entity m_WatercraftPathVisualization
Entity prefab used to visualize watercraft/boat routes. -
public Entity m_AircraftPathVisualization
Entity prefab used to visualize aircraft routes. -
public Entity m_TrainPathVisualization
Entity prefab used to visualize train/rail routes. -
public Entity m_HumanPathVisualization
Entity prefab used to visualize pedestrian/human routes. -
public Entity m_MissingRoutePrefab
Entity prefab used as a fallback or indicator when a route cannot be found or is invalid (e.g., a missing-route marker).
Properties
This struct exposes no properties; it only contains public fields.
Constructors
public RouteConfigurationData()
Value-type default constructor (auto-generated). Typical usage is to construct and assign fields manually or via EntityManager.AddComponentData.
Methods
This struct defines no methods.
Usage Example
// Assume these variables are valid prefab Entities obtained elsewhere
Entity pathfindNotificationPrefab = ...;
Entity carPathPrefab = ...;
Entity trainPathPrefab = ...;
Entity missingRoutePrefab = ...;
// Create and assign the component to an existing entity (e.g., a manager entity)
var routeConfig = new RouteConfigurationData
{
m_PathfindNotification = pathfindNotificationPrefab,
m_CarPathVisualization = carPathPrefab,
m_TrainPathVisualization = trainPathPrefab,
m_MissingRoutePrefab = missingRoutePrefab,
// other fields left as Entity.Null if not used
};
entityManager.AddComponentData(managerEntity, routeConfig);
Notes: - All fields are expected to be Entity references to prefabs (Entity.Null if not provided). - This component is intended to be read by systems that spawn visualization prefabs or notification entities in response to routing/pathfinding logic.