Game.Prefabs.UIResourceCategoryData
Assembly:
Assembly-CSharp (typical game assembly; exact assembly may vary by project)
Namespace:
Game.Prefabs
Type:
struct
Base:
Implements: Unity.Entities.IComponentData, Unity.Entities.IQueryTypeParameter
Summary:
UIResourceCategoryData is an empty/tag component used by the ECS to mark entities (typically prefabs) that represent a UI resource category. The struct is explicitly given a sequential layout with Size = 1 so it occupies a minimal amount of memory while still being usable as a component/tag. It is used as a marker for queries and to identify entities that belong to the UI resource category system.
Fields
- This struct declares no instance fields; it is an empty/tag component.
Used purely as a marker type; storage footprint is minimized via [StructLayout(LayoutKind.Sequential, Size = 1)].
Properties
- None. (The type does not expose any properties.)
Constructors
- The type uses the implicit parameterless constructor provided by C# for value types.
No custom constructors are declared.
Methods
- None. (No methods are declared on this type.)
Usage Example
using Unity.Entities;
using Game.Prefabs;
// Adding the tag to an existing entity
EntityManager entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
Entity someEntity = /* obtain or create entity */;
entityManager.AddComponentData(someEntity, new UIResourceCategoryData());
// Alternatively, create an archetype that includes the tag:
var archetype = entityManager.CreateArchetype(typeof(UIResourceCategoryData), /* other components */);
Entity taggedEntity = entityManager.CreateEntity(archetype);
Notes: - Because this type implements IQueryTypeParameter, it can be used directly in query definitions to filter or match entities that have this marker component. - The StructLayout attribute with Size = 1 ensures the component is very small and suitable as a tag without extra data.