Game.UIToolbarBottomConfigurationData
Assembly:
Namespace: Game.Prefabs
Type: struct
Base: IComponentData, IQueryTypeParameter
Summary:
UIToolbarBottomConfigurationData is an empty/tag ECS component used to mark entities that represent or should receive the bottom toolbar configuration in the UI. The type is decorated with [StructLayout(LayoutKind.Sequential, Size = 1)] so it has a non-zero size despite containing no fields; this is a common pattern for "tag" components in Unity.Entities. Implementing IQueryTypeParameter indicates the type may be used in query contexts (e.g., as part of entity queries or query parameters).
Fields
- This struct has no instance fields.
Used as a tag only; memory layout is set to Size = 1 to ensure a non-zero size for interop / ECS layout reasons.
Properties
- This struct exposes no properties.
It is purely a marker component and carries no runtime data.
Constructors
public UIToolbarBottomConfigurationData()
Default parameterless value-type constructor (implicit). No custom initialization is required or provided.
Methods
- This struct declares no methods. It only implements marker interfaces.
Usage Example
// Add the tag component to an entity (EntityManager API)
var em = World.DefaultGameObjectInjectionWorld.EntityManager;
var entity = em.CreateEntity();
em.AddComponentData(entity, new Game.Prefabs.UIToolbarBottomConfigurationData());
// Or create an archetype that includes the tag
var archetype = em.CreateArchetype(typeof(Game.Prefabs.UIToolbarBottomConfigurationData));
var e = em.CreateEntity(archetype);
// Query for entities that have this tag (SystemBase example)
protected override void OnUpdate()
{
Entities
.WithAll<Game.Prefabs.UIToolbarBottomConfigurationData>()
.ForEach((Entity ent) =>
{
// Handle entities that represent bottom toolbar configuration
}).Schedule();
}