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Game.Simulation.ElectricityValveConnection

Assembly: Assembly-CSharp
Namespace: Game.Simulation

Type: struct

Base: IComponentData, IQueryTypeParameter, ISerializable

Summary:
Represents an ECS component that stores a reference to an electricity valve node entity. This component is intended for use in the game's entity-component-system (ECS) to link entities that participate in the electricity/valve simulation. It also implements serialization so the connection can be saved and loaded as part of entity data.


Fields

  • public Unity.Entities.Entity m_ValveNode
    Holds the target valve node Entity that this connection points to. May be Entity.Null if no connection is present. Used by systems that traverse or update electricity valves to find connected nodes.

Properties

  • None.
    This struct exposes no managed properties; it is a plain data component with a single public field.

Constructors

  • public ElectricityValveConnection()
    Default (implicit) value-type constructor. Initializes m_ValveNode to Entity.Null by default when the struct is created without explicit values.

Methods

  • public void Serialize<TWriter>(TWriter writer) where TWriter : IWriter
    Implements ISerializable.Serialize. Writes the m_ValveNode entity reference using the provided writer. Used when saving entity data.

  • public void Deserialize<TReader>(TReader reader) where TReader : IReader
    Implements ISerializable.Deserialize. Reads the m_ValveNode entity reference from the provided reader. Used when loading entity data.

Usage Example

// Add or update the component on an entity to point to a valve node:
var connection = new ElectricityValveConnection { m_ValveNode = targetValveEntity };
entityManager.SetComponentData(someEntity, connection);

// Example of how the struct's serialization methods are used by a serializer:
// serializer will call Serialize/Deserialize via the ISerializable interface