Game.Tools.Hidden
Assembly:
Assembly-CSharp
Namespace:
Game.Tools
Type:
struct
Base:
IComponentData, IQueryTypeParameter
Summary:
Hidden is an empty/tag component (zero-data) intended to mark or tag entities as "hidden" within ECS queries and systems. The StructLayout attribute (Sequential, Size = 1) ensures the struct occupies one byte to avoid zero-size issues across platforms and to keep memory layout predictable. As an IQueryTypeParameter it can be used directly in entity queries and query builders (e.g., WithAll/Without) to include or exclude hidden entities.
Fields
- This struct declares no instance fields.
An empty/tag component: it carries no data, only presence.
Properties
- This type exposes no properties.
Presence/absence of the component on an entity is the intended state.
Constructors
public Hidden()
(implicit)
The default parameterless constructor is provided implicitly for the struct; no explicit constructors are declared. The default value has no data.
Methods
- This type declares no methods.
Behavior is driven by presence/absence of the component in entity/component queries and systems.
Usage Example
// Mark an entity as hidden (conversion or runtime)
dstManager.AddComponent<Hidden>(entity);
// or
dstManager.AddComponentData(entity, new Hidden());
// Example conversion authoring:
public class HideAuthoring : MonoBehaviour, IConvertGameObjectToEntity
{
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
{
dstManager.AddComponent<Hidden>(entity);
}
}
// Query examples:
// Process only visible entities (exclude hidden)
Entities.Without<Hidden>().ForEach((ref SomeComponent comp) => {
// operate on visible entities
}).Schedule();
// Operate only on hidden entities
Entities.WithAll<Hidden>().ForEach((Entity e, ref Hidden h) => {
// operate on hidden entities
}).Schedule();