Game.Prefabs.WildlifeData
Assembly: Assembly-CSharp
Namespace: Game.Prefabs
Type: struct
Base: System.ValueType
Implements: IComponentData, IQueryTypeParameter
Summary:
WildlifeData is a small ECS component struct that contains configuration parameters used by the wildlife/prefab AI systems to control movement and grouping behavior. It stores a travel distance range (trip length), an idle time range, and a min/max group size. Units for the bounds are determined by the systems that consume this component (commonly distance in game units and time in seconds).
Fields
-
public Bounds1 m_TripLength
Configuration for how far a wildlife entity should travel when roaming. This represents a minimum/maximum trip length (range). The meaning of the numeric values (distance units) is determined by the systems that read this component. -
public Bounds1 m_IdleTime
Idle time range used to pick how long the wildlife entity waits between actions. Typically represents a time range (for example, in seconds) but the exact unit depends on the consumer code. -
public int2 m_GroupMemberCount
Integer pair representing minimum and maximum number of members in a wildlife group. Use int2.x (first) as the minimum and int2.y (second) as the maximum.
Properties
- This struct defines no properties; it exposes three public fields only.
Constructors
public WildlifeData()
As a value type (struct) it has the implicit default constructor that zero-initializes fields. Use an object initializer to set specific values when creating an instance.
Methods
- This struct defines no methods.
Usage Example
// Example: adding WildlifeData to an Entity (EntityManager usage)
var wildlifeConfig = new WildlifeData
{
// Initialize Bounds1 according to its API (fields or constructor).
// Example field-style initializer; if Bounds1 uses a constructor, use that instead.
m_TripLength = new Bounds1 { min = 10f, max = 50f }, // travel distance range
m_IdleTime = new Bounds1 { min = 2f, max = 8f }, // idle time range
m_GroupMemberCount = new int2(1, 4) // group size range: 1..4
};
entityManager.AddComponentData(wildlifeEntity, wildlifeConfig);
Notes:
- Adjust the Bounds1 initialization to match the actual Bounds1 API used in your project (constructor vs fields).
- This component is intended to be read by the wildlife/prefab systems; changing values affects runtime behavior of wildlife entities.