Game.Routes.RouteVehicle
Assembly: Assembly-CSharp (game code / mod assembly)
Namespace: Game.Routes
Type: struct
Base: IBufferElementData, IEquatable
Summary:
Represents a single vehicle reference stored in a dynamic ECS buffer for route-related data. This buffer element holds a Unity.Entities.Entity that identifies the vehicle. The type is marked with [InternalBufferCapacity(0)], so the dynamic buffer has no inline capacity and will allocate storage externally. IEmptySerializable indicates it participates in the game's serialization pipeline.
Fields
public Unity.Entities.Entity m_Vehicle
Holds the Entity that represents the vehicle. Used to reference the vehicle from route-related buffers/systems.
Properties
- (none)
This struct exposes its data via the public field m_Vehicle; it does not define additional properties.
Constructors
public RouteVehicle(Unity.Entities.Entity vehicle)
Initializes a RouteVehicle with the given vehicle Entity (assigns m_Vehicle = vehicle).
Methods
-
public bool Equals(RouteVehicle other)
Compares this RouteVehicle to another by comparing their m_Vehicle fields (delegates to Entity.Equals). -
public override int GetHashCode()
Returns the hash code of the contained Entity (delegates to m_Vehicle.GetHashCode()).
Usage Example
// Add a dynamic buffer of RouteVehicle to an entity and add a vehicle reference.
var buffer = EntityManager.AddBuffer<Game.Routes.RouteVehicle>(routeEntity);
buffer.Add(new Game.Routes.RouteVehicle(vehicleEntity));
// Read or iterate:
var routeBuffer = EntityManager.GetBuffer<Game.Routes.RouteVehicle>(routeEntity);
foreach (var rv in routeBuffer)
{
Entity veh = rv.m_Vehicle;
// use veh in systems/jobs
}
Additional notes:
- Because this is an IBufferElementData, use DynamicBuffer