Game.BatteryChargeNode
Assembly: Assembly-CSharp (game runtime assembly; actual assembly name may vary)
Namespace: Game.Simulation
Type: struct
Base: IComponentData, IQueryTypeParameter, IEmptySerializable
Summary:
BatteryChargeNode is an empty/tag component (1-byte sized) used with Unity's ECS in Cities: Skylines 2 to mark entities that represent battery charge nodes. It has no payload data; presence/absence is used to identify or query entities. The StructLayout attribute enforces a sequential layout with Size = 1 so the type occupies a single byte (useful for serialization and native layout expectations). Implementing IEmptySerializable indicates it participates in the game's/Colossal serialization as an empty marker.
Fields
- This struct declares no instance fields.
The StructLayout(Size = 1) attribute reserves 1 byte of storage even though no managed fields are present.
Properties
- This struct exposes no properties.
It is intended solely as a tag component used in queries and component lookups.
Constructors
public BatteryChargeNode()
(implicit parameterless)
As an empty value type, the default parameterless constructor is used to create the tag instance.
Methods
- This type declares no methods.
Behavior is provided via systems and queries that examine the presence of the component on entities.
Usage Example
// Add the tag to an entity
EntityManager.AddComponentData(entity, new BatteryChargeNode());
// Query entities that have the BatteryChargeNode tag
Entities
.WithAll<BatteryChargeNode>()
.ForEach((Entity e, in SomeOtherComponent comp) =>
{
// Handle battery charge node entity
})
.Schedule();