Game.Triggers.LifePathEntry
Assembly: Assembly-CSharp
Namespace: Game.Triggers
Type: struct
Base: IBufferElementData, ISerializable
Summary:
LifePathEntry is a small ECS buffer element used to store a reference to a Unity.Entities.Entity that participates in "life path" triggers. It implements Colossal's serialization interfaces so it can be written/read via the game's custom (de)serialization system and can be stored in a DynamicBuffer on an Entity for efficient per-entity lists.
Fields
public Unity.Entities.Entity m_Entity
Holds the Entity reference associated with this life-path entry. Public so it can be accessed directly in Jobs and systems.
Properties
- This type does not expose any properties.
Constructors
public LifePathEntry(Unity.Entities.Entity entity)
Initializes the struct with the provided Entity reference.
Methods
-
public void Serialize<TWriter>(TWriter writer) where TWriter : IWriter
Writes the m_Entity field using the provided writer. Used by the game's serialization pipeline to persist this buffer element. -
public void Deserialize<TReader>(TReader reader) where TReader : IReader
Reads the m_Entity field from the provided reader. Used by the game's deserialization pipeline to restore this buffer element.
Usage Example
// Add a LifePathEntry to a DynamicBuffer on an entity
void AddLifePathEntry(EntityManager entityManager, Entity owner, Entity target)
{
var buffer = entityManager.GetBuffer<LifePathEntry>(owner);
buffer.Add(new LifePathEntry(target));
}
// During serialization/deserialization the framework will call Serialize/Deserialize
// on each LifePathEntry in a buffer automatically (assuming it's wired into the game's serializer).