Game.Tutorials.TutorialPhaseRef
Assembly: Assembly-CSharp.dll
Namespace: Game.Tutorials
Type: struct
Base: System.ValueType, implements Unity.Entities.IBufferElementData
Summary:
Represents a single reference to a tutorial phase as an ECS dynamic buffer element. Use this element type to store one or more tutorial phase Entity references on another entity (for example, a tutorial manager or sequence holder). This struct is a simple container around an Entity and is intended to be used with Unity.Entities.DynamicBuffer
Fields
public Entity m_Phase
Stores the Entity that represents a tutorial phase. This is the data carried by the buffer element; each element in a DynamicBufferholds one phase Entity.
Properties
- (none)
Constructors
public TutorialPhaseRef(Entity phase)
Creates a new buffer element wrapping the provided phase Entity. Use this to add elements to a DynamicBuffer.
Methods
- (none — plain data container)
Usage Example
// Example inside a SystemBase or other ECS code:
// Add a buffer to an entity (e.g., a tutorial manager entity)
var managerEntity = entityManager.CreateEntity();
var buffer = entityManager.AddBuffer<TutorialPhaseRef>(managerEntity);
// Suppose you have some phase entities already created:
Entity phaseA = /* created elsewhere */;
Entity phaseB = /* created elsewhere */;
// Add phases to the buffer
buffer.Add(new TutorialPhaseRef(phaseA));
buffer.Add(new TutorialPhaseRef(phaseB));
// Reading the buffer later in a system (SystemBase):
Entities
.WithAll<SomeComponent>() // filter for entities that hold the buffer
.ForEach((Entity e, DynamicBuffer<TutorialPhaseRef> phases) =>
{
for (int i = 0; i < phases.Length; i++)
{
Entity phaseEntity = phases[i].m_Phase;
// operate on phaseEntity, e.g., check components or send messages
}
}).Schedule();