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Game.Tutorials.AutoActivationData

Assembly:
Assembly-CSharp (game runtime assembly; actual assembly may vary per build)

Namespace:
Game.Tutorials

Type:
struct

Base:
System.ValueType, Unity.Entities.IComponentData, Unity.Entities.IQueryTypeParameter

Summary:
AutoActivationData is a lightweight ECS component used by the tutorial/autostart systems. It stores an Entity reference representing an unlock or progression token that must be present (unlocked) for a tutorial or tutorial step to auto-activate. Systems can query for this component to determine whether the associated tutorial entity should be started automatically when the required unlock entity exists or is valid.


Fields

  • public Unity.Entities.Entity m_RequiredUnlock
    Entity reference to the required unlock/feature. If set to Entity.Null the component indicates no specific unlock requirement. Typical usage is to place this component on a tutorial entity so that tutorial-activation systems can check for the presence/state of the referenced unlock entity.

Properties

This type does not declare any properties. It is a plain IComponentData struct with a single public field.

Constructors

  • public AutoActivationData()
    No explicit constructors are defined in source; the default parameterless (value-type) constructor is used. Initialize via an object initializer or by setting the field after creation: var comp = new AutoActivationData { m_RequiredUnlock = someEntity };

Methods

This type does not declare any instance methods. It merely implements marker/data interfaces (IComponentData and IQueryTypeParameter) so it can be attached to entities and used in queries.

Usage Example

// Example: create a tutorial entity and set its AutoActivationData so it auto-activates
var em = World.DefaultGameObjectInjectionWorld.EntityManager;

// assume someUnlockEntity is an Entity that represents the unlock/token required
Entity someUnlockEntity = /* obtain or create the unlock entity */;

// create a tutorial entity and add the component
Entity tutorialEntity = em.CreateEntity(typeof(Game.Tutorials.AutoActivationData));
em.SetComponentData(tutorialEntity, new Game.Tutorials.AutoActivationData
{
    m_RequiredUnlock = someUnlockEntity
});