Game.Tutorials.HealthProblemActivationData
Assembly: Assembly-CSharp
Namespace: Game.Tutorials
Type: struct
Base: System.ValueType
Implements: Unity.Entities.IComponentData, Unity.Entities.IQueryTypeParameter
Summary:
Data component used by the tutorial system to describe a health-related activation requirement. It specifies which health problem flags are required and how many citizens matching those flags are needed for the tutorial condition to activate. This struct is intended to be used as an ECS component (IComponentData) and as a query parameter for systems that evaluate tutorial activation conditions.
Fields
-
public Game.Citizens.HealthProblemFlags m_Require
Specifies the health problem flags that are required (flag enum defined in Game.Citizens). This represents one or more health problem categories (for example: sick, injured, etc.) that the tutorial checks for. -
public int m_RequiredCount
Number of citizens matching the specified health problem flags required to satisfy the activation condition.
Properties
- None. This struct exposes public fields and does not define properties.
Constructors
public HealthProblemActivationData()
Implicit parameterless constructor (compiler-provided). Initializesm_Require
to its default enum value andm_RequiredCount
to 0. You can create an instance using an object initializer to set fields to desired values.
Methods
- None. The type only holds data and does not implement any methods.
Usage Example
// create and initialize the activation data directly
var activation = new Game.Tutorials.HealthProblemActivationData {
m_Require = Game.Citizens.HealthProblemFlags.Sick, // example flag
m_RequiredCount = 10
};
// add to an entity using the EntityManager (example)
var entity = entityManager.CreateEntity(typeof(Game.Tutorials.HealthProblemActivationData));
entityManager.SetComponentData(entity, activation);
// or create entity with the component already set
var entity2 = entityManager.CreateEntity();
entityManager.AddComponentData(entity2, activation);