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Game.Tutorials.ReplaceActiveData

Assembly: Assembly-CSharp (game/default assembly)
Namespace: Game.Tutorials

Type: struct

Base: IComponentData, IQueryTypeParameter

Summary:
ReplaceActiveData is an empty/tag component (marker) used with Unity DOTS/ECS. It is annotated with [StructLayout(LayoutKind.Sequential, Size = 1)] so it has a non-zero size at runtime (avoiding certain empty-struct optimizations) and can be used as a query marker or to mark entities that participate in tutorial-related replacement logic. Because it implements IQueryTypeParameter it can also be used in query parameter contexts.


Fields

  • This struct declares no instance fields.
    Additional info: the source uses [StructLayout(LayoutKind.Sequential, Size = 1)] to ensure a size of 1 byte for the type.

Properties

  • This struct exposes no properties. It is intended purely as a marker/tag component.

Constructors

  • Implicit default parameterless constructor (provided by C# for structs).
    Additional info: no custom constructors are defined.

Methods

  • No methods are defined on this type. Its purpose is to act as a marker for ECS queries and component-based logic.

Usage Example

// Add the marker to an entity using an EntityManager
entityManager.AddComponent<ReplaceActiveData>(entity);

// Remove the marker
entityManager.RemoveComponent<ReplaceActiveData>(entity);

// Use as a query marker in a SystemBase/Entities.ForEach
Entities
    .WithAll<ReplaceActiveData>()
    .ForEach((Entity e) =>
    {
        // handle entities marked with ReplaceActiveData
    })
    .Schedule();

// Use as a query type parameter where supported by your DOTS/ECS version
// (example pseudo-usage; exact API depends on Entities package version)
foreach (var (entity) in SystemAPI.Query<ReplaceActiveData>())
{
    // process matching entities
}

Notes: - This type depends on Unity.Entities and is intended for use in DOTS/ECS code paths. - Because it has no payload, prefer using it for tagging/selection logic rather than carrying data.