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Game.Routes.WorkRoute

Assembly:
Game (assembly name not present in source — adjust if different)

Namespace: Game.Routes

Type:
struct

Base:
IComponentData, IQueryTypeParameter, IEmptySerializable

Summary:
WorkRoute is an empty/marker ECS component used to tag entities as representing a "work route" within the game's routing systems. The struct is laid out with StructLayout(LayoutKind.Sequential, Size = 1) to force a non-zero size (1 byte) so it can be safely serialized/managed by the engine and avoids problems associated with zero-sized types. It implements IComponentData for Unity ECS usage and implements IQueryTypeParameter and IEmptySerializable to integrate with the game's query and serialization systems.


Fields

  • This type defines no instance fields. It is intentionally empty (marker component) — the StructLayout attribute sets its size to 1 byte at the native layout level to ensure a non-zero footprint for serialization and runtime systems.

Properties

  • This type exposes no properties. It is an empty value-type component used only as a tag.

Constructors

  • public WorkRoute()
    As a struct, it has the implicit default constructor (value-initialized). No explicit constructors are declared in source.

Methods

  • This type declares no methods. Behavior is provided by other systems that query/operate on entities carrying this marker component.

Usage Example

// Add the marker to an entity (EntityManager context)
var entity = entityManager.CreateEntity(typeof(Game.Routes.WorkRoute));

// Query for entities that are work routes in a system
Entities
    .WithAll<Game.Routes.WorkRoute>()
    .ForEach((Entity e) =>
    {
        // handle route entity
    })
    .Schedule();