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Game.Tutorials.TutorialData

Assembly:
Likely Assembly-CSharp (common for Unity projects); not explicitly specified in the source file.

Namespace:
Game.Tutorials

Type:
struct

Base:
Implements Unity.Entities.IComponentData, Unity.Entities.IQueryTypeParameter

Summary:
A simple component-data struct used by the tutorial systems to carry a priority value. Because it implements IComponentData it can be attached to entities and used in ECS queries. Implementing IQueryTypeParameter indicates it is intended to be usable as a query parameter in the DOTS query APIs.


Fields

  • public int m_Priority
    Stores the priority of the tutorial (or tutorial-related action) as an integer. Typically used by systems to determine processing order or importance. Default value when not set is 0. The "m_" prefix follows the project's member naming convention.

Properties

  • (none)
    This struct exposes no properties; only a public field.

Constructors

  • public TutorialData(int priority)
    Initializes a new TutorialData instance and sets m_Priority to the provided priority value.

Methods

  • (none)
    This type defines no methods. It is a plain data container (POD/blittable) suitable for use in jobs and ECS component data storage.

Usage Example

using Unity.Entities;
using Game.Tutorials;

// Create a TutorialData instance
var tutorial = new TutorialData(10);

// Example: add the component to an entity via an EntityManager
EntityManager entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
Entity someEntity = /* obtain or create entity */;
entityManager.AddComponentData(someEntity, tutorial);

// Example: use in a system (query/filtering)
public partial class TutorialSystem : SystemBase
{
    protected override void OnUpdate()
    {
        // Query entities that have TutorialData
        Entities
            .WithAll<TutorialData>()
            .ForEach((ref TutorialData t) =>
            {
                // read or modify t.m_Priority here
            }).Schedule();
    }
}