Game.Tutorials.TutorialTriggerData
Assembly: Assembly-CSharp
Namespace: Game.Tutorials
Type: struct
Base: System.ValueType
Summary:
TutorialTriggerData is an empty/tag ECS component (IComponentData) used to mark entities that act as tutorial triggers. The struct is explicitly given a sequential layout with Size = 1 so that it occupies at least one byte (avoiding a zero-sized type) and can be stored/queried reliably by the Unity.Entities runtime. It also implements IQueryTypeParameter, allowing it to be used conveniently in Entity query abstractions or as a query type parameter.
Fields
- (none)
This struct defines no instance fields. It is used purely as a marker/tag component. The [StructLayout(LayoutKind.Sequential, Size = 1)] attribute gives it a fixed size of 1 byte.
Properties
- (none)
No managed properties are defined.
Constructors
public TutorialTriggerData()
Default value-type constructor. No initialization required; presence of the component on an entity is the meaningful state.
Methods
- (none)
No methods are defined on this type.
Usage Example
// Add the tag component to an entity (EntityManager API)
var entity = entityManager.CreateEntity();
entityManager.AddComponent<TutorialTriggerData>(entity);
// Check for the tag
if (entityManager.HasComponent<TutorialTriggerData>(entity))
{
// The entity is a tutorial trigger
}
// Query for all tutorial trigger entities (Entities API)
Entities
.WithAll<TutorialTriggerData>()
.ForEach((Entity e) =>
{
// handle tutorial trigger entity
})
.Schedule();
Notes: - Because this is a tag component, you typically don't store data on it; instead you attach other components to the same entity to carry data or behavior. - The StructLayout attribute ensures the type has a non-zero size which can be important for some low-level APIs or serialization. Verify expected assembly and usage in your mod/patch environment.