Game.Prefabs.UIEditorTutorialGroupData
Assembly:
Assembly-CSharp (typical for game/mod code; actual assembly may vary)
Namespace:
Game.Prefabs
Type:
struct
Base:
System.ValueType (implements Unity.Entities.IComponentData, Unity.Entities.IQueryTypeParameter)
Summary:
UIEditorTutorialGroupData is an empty/tag component used with Unity's DOTS/ECS. It is defined as a sequential layout with an explicit Size = 1 to ensure the struct has a non-zero size (commonly done for tag components in ECS). The type implements IComponentData so it can be added to entities and used in EntityQueries; implementing IQueryTypeParameter allows it to participate in query-building APIs. Typical use is to mark or group entities involved with UI editor tutorial functionality (e.g., marking tutorial UI elements or grouping entities into a tutorial group).
Fields
- This struct declares no instance fields.
It is an intentionally empty/tag component. The StructLayout attribute sets the layout to Sequential with Size = 1 so the runtime allocates a single byte for the component.
Properties
- This struct defines no properties.
As a plain tag component it provides no data; presence/absence on an entity is the information.
Constructors
public UIEditorTutorialGroupData()
The default parameterless constructor is implicit. No custom constructors are defined.
Methods
- This struct defines no methods.
It only serves as a marker/tag for ECS queries and archetypes.
Usage Example
using Unity.Entities;
using Game.Prefabs;
// Add the tag to an existing entity
EntityManager entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
Entity someEntity = /* obtain or create an entity */;
entityManager.AddComponent<UIEditorTutorialGroupData>(someEntity);
// Create an archetype that includes the tag component
EntityArchetype archetype = entityManager.CreateArchetype(typeof(UIEditorTutorialGroupData));
Entity taggedEntity = entityManager.CreateEntity(archetype);
// Query for entities that have this tag
EntityQuery query = entityManager.CreateEntityQuery(typeof(UIEditorTutorialGroupData));
using (var entities = query.ToEntityArray(Unity.Collections.Allocator.TempJob))
{
// process tagged entities
}
Notes: - Because this is a tag component (no payload), use its presence to control systems or grouping logic rather than storing data. - The StructLayout Size = 1 ensures the component is non-zero sized which can be important for certain DOTS/ECS behaviors or interop.