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Game.Tutorials.TutorialLinkData

Assembly:
Assembly-CSharp (common Unity game assembly for in-game scripts)

Namespace:
Game.Tutorials

Type:
public struct

Base:
System.ValueType (struct) — implements Unity.Entities.IBufferElementData

Summary:
A simple buffer element used to link an Entity that represents a tutorial. Instances of this struct are intended to be stored in a DynamicBuffer so a single entity can hold a list of tutorial entity references (for example, a sequence or collection of tutorial steps).


Fields

  • public Unity.Entities.Entity m_Tutorial
    Holds the Entity reference to the tutorial (e.g., a tutorial step or tutorial data entity). When stored in a DynamicBuffer, each element represents one linked tutorial Entity.

Properties

  • This struct defines no properties. It exposes a single public field for the referenced Entity.

Constructors

  • public TutorialLinkData()
    No explicit constructors are defined in the source; the struct uses the default value-initialized constructor. Create instances using initializer syntax, e.g. new TutorialLinkData { m_Tutorial = someEntity }.

Methods

  • This struct defines no methods.

Usage Example

// Example: adding a buffer and linking tutorial entities to it

// Assume `entityManager` is available and `someTutorialEntity` / `otherTutorialEntity` are valid Entity values
Entity container = entityManager.CreateEntity();

// Add the buffer to the container entity
var buffer = entityManager.AddBuffer<Game.Tutorials.TutorialLinkData>(container);

// Add tutorial links
buffer.Add(new Game.Tutorials.TutorialLinkData { m_Tutorial = someTutorialEntity });
buffer.Add(new Game.Tutorials.TutorialLinkData { m_Tutorial = otherTutorialEntity });

// Example inside a system (accessing the DynamicBuffer)
public partial struct TutorialSystem : ISystem
{
    public void OnUpdate(ref SystemState state)
    {
        foreach (var (buffer, entity) in SystemAPI.Query<DynamicBuffer<Game.Tutorials.TutorialLinkData>>().WithEntityAccess())
        {
            // Iterate linked tutorial entities
            for (int i = 0; i < buffer.Length; i++)
            {
                Entity tutorialEntity = buffer[i].m_Tutorial;
                // process tutorialEntity...
            }
        }
    }
}