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Game.Prefabs.StrictObjectBuiltRequirementData

Assembly:
Game (may also appear in Assembly-CSharp depending on build)
Namespace: Game.Prefabs

Type:
struct StrictObjectBuiltRequirementData

Base:
IComponentData, IQueryTypeParameter

Summary:
Represents a strict "object built" requirement used by prefabs or gameplay systems to express that a specific Entity (object/prefab) must be built at least a given number of times. This is a plain ECS value-type component that stores a reference to the required object entity and the minimum count required. Because it implements IQueryTypeParameter it can be used directly in entity queries where appropriate.


Fields

  • public Entity m_Requirement
    Entity reference to the required object/prefab that this requirement refers to. Typically this will be the entity representing the object/prefab that must be built.

  • public int m_MinimumCount
    Minimum number of instances of m_Requirement that must be built to satisfy this requirement. Use a non-negative integer; 0 means no instances required.

Properties

  • (none)
    This struct exposes public fields and does not define properties. Access and mutation are done via the fields.

Constructors

  • (implicit default) public StrictObjectBuiltRequirementData()
    Value-type default constructor provided by C#. Initializes m_Requirement to Entity.Null and m_MinimumCount to 0. You can create and initialize an instance using an object initializer.

Methods

  • (none)
    This type defines no methods. It's a simple data container used as an ECS component / query parameter.

Usage Example

// Create a requirement that 3 instances of `requiredEntity` must be built
var requirement = new StrictObjectBuiltRequirementData {
    m_Requirement = requiredEntity,
    m_MinimumCount = 3
};

// Add the component to an entity (e.g., a prefab or requirement-tracking entity)
entityManager.AddComponentData(targetEntity, requirement);

// Or update an existing component
entityManager.SetComponentData(targetEntity, requirement);

Additional notes: - Because this is an IComponentData, it should be added/removed/queried through the EntityManager / SystemBase ECS APIs. - The m_ prefix follows the project's field naming convention; treat fields as the serialized/runtime data for the component.