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 nodeEntitythat this connection points to. May beEntity.Nullif 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. Initializesm_ValveNodetoEntity.Nullby default when the struct is created without explicit values.
Methods
-
public void Serialize<TWriter>(TWriter writer) where TWriter : IWriter
ImplementsISerializable.Serialize. Writes them_ValveNodeentity reference using the provided writer. Used when saving entity data. -
public void Deserialize<TReader>(TReader reader) where TReader : IReader
ImplementsISerializable.Deserialize. Reads them_ValveNodeentity 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