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Game.Prefabs.SurfaceData

Assembly: Game
Namespace: Game.Prefabs

Type: struct

Base: System.ValueType

Summary:
SurfaceData is an empty/tag ECS component used by the game's code and serializer to mark or identify entities related to surface information. It is a zero-field struct decorated with StructLayout(LayoutKind.Sequential, Size = 1) so it has a non-zero size for interop/serialization purposes. It implements Unity.Entities.IComponentData (so it can be used as an ECS component), IQueryTypeParameter (usable in query type contexts), and Colossal.Serialization.Entities.IEmptySerializable (marker for the game's serialization system).


Fields

  • (none)
    This struct declares no instance fields. The StructLayout attribute with Size = 1 ensures it occupies one byte when laid out for interop/serialization.

Properties

  • (none)
    No properties are defined on this type.

Constructors

  • public SurfaceData()
    Structs have an implicit parameterless constructor that will initialize the instance. There is no explicit constructor defined in source.

Methods

  • (none)
    No methods are defined; the type functions as a marker/tag and serialization marker via the implemented interfaces.

Usage Example

// Add SurfaceData as a tag component to an entity
entityManager.AddComponentData(entity, new SurfaceData());

// Query entities that have the SurfaceData tag
Entities.WithAll<SurfaceData>().ForEach((Entity e) =>
{
    // handle surface-tagged entity
}).Run();