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Game.Triggers.LifePathEventCreationData

Assembly: (unspecified)
Namespace: Game.Triggers

Type: struct

Base: System.ValueType

Summary:
Represents a small POD (plain-old-data) container used to describe and pass data required to create a "life path" event in the game's trigger system. Holds the trigger type, the event prefab to instantiate, and references to involved entities (sender/target/original sender). This struct is intended to be used with Unity.Entities (ECS) code that creates or queues in-game events.


Fields

  • public TriggerType m_TriggerType
    Type of trigger that caused this life-path event (likely an enum defined elsewhere in Game.Triggers). Use this to distinguish event behavior based on trigger kind.

  • public Entity m_EventPrefab
    Entity reference to the event prefab to instantiate. This is a Unity.Entities.Entity that represents the prefab archetype to spawn for the event.

  • public Entity m_Sender
    Entity that is considered the sender of the event (the immediate source in the current context).

  • public Entity m_Target
    Entity that is the target of the event (the intended recipient or subject).

  • public Entity m_OriginalSender
    Entity that originally initiated the action, if different from m_Sender (useful when events are forwarded or proxied).

Properties

  • This struct has no properties; it exposes plain public fields for simple value semantics.

Constructors

  • public LifePathEventCreationData()
    Default value-type constructor (provided implicitly for structs). Typical usage is to construct with an object initializer to set the fields.

Methods

  • This struct declares no methods. It is a simple data container.

Usage Example

using Unity.Entities;
using Game.Triggers;

void QueueLifePathEvent(Entity eventPrefab, Entity sender, Entity target, Entity originalSender, TriggerType triggerType)
{
    var creationData = new LifePathEventCreationData
    {
        m_TriggerType = triggerType,
        m_EventPrefab = eventPrefab,
        m_Sender = sender,
        m_Target = target,
        m_OriginalSender = originalSender
    };

    // Example: pass creationData into whatever system/function handles life-path event creation
    // TriggerEventSystem.EnqueueLifePathEvent(creationData);
}

{{ Notes: - All Entity fields are Unity.Entities.Entity (ECS). Ensure the referenced entities/prefabs are valid in the current EntityManager/world before using them. - TriggerType must be defined elsewhere (likely an enum). Match its values to the event handling logic. - Because this is a struct, it is copied by value; modify a local copy when needed. }}