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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();
}