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Game.UI.InGame.Notification

Assembly:
Assembly-CSharp

Namespace: Game.UI.InGame

Type:
readonly struct

Base:
System.ValueType

Summary:
Represents an immutable notification entry used by the in-game UI notification system. Encapsulates the source notification entity, an optional target entity, and the display priority (IconPriority). This struct is a small, copyable value type intended for passing notification data through ECS systems or UI code without mutation.


Fields

  • This type declares no explicit fields (backing fields are compiler-generated for the auto-properties).
    {{ The struct is declared readonly and only exposes get-only properties, so there are no publicly mutable fields to modify. }}

Properties

  • public Unity.Entities.Entity entity { get; }
    {{ The source notification entity (Unity.Entities.Entity) that identifies the notification instance. Use this to reference the ECS entity that produced the notification. }}

  • public Unity.Entities.Entity target { get; }
    {{ The optional target entity associated with the notification (for example, the building or object the notification refers to). May be Entity.Null if no specific target is set. }}

  • public Game.Notifications.IconPriority priority { get; }
    {{ The IconPriority enum value indicating the visual priority or importance of the notification (controls ordering/visibility in the UI). }}

Constructors

  • public Notification(Unity.Entities.Entity entity, Unity.Entities.Entity target, Game.Notifications.IconPriority priority)
    {{ Creates a new readonly Notification value populated with the provided source entity, target entity, and priority. Because the struct is readonly, all values are set at construction and cannot be changed afterward. }}

Methods

  • This struct declares no methods beyond the compiler-provided ones (e.g., default Equals/GetHashCode/toString implementations).
    {{ Use this as a plain data container — any behavior or processing should be done by systems or helper methods outside the struct. }}

Usage Example

using Game.UI.InGame;
using Game.Notifications;
using Unity.Entities;

// create a notification
Entity source = /* obtain or create notification entity */;
Entity target = /* optional target entity, or Entity.Null */;
IconPriority priority = IconPriority.High;

var notif = new Notification(source, target, priority);

// read values
var srcEntity = notif.entity;
var tgtEntity = notif.target;
var prio = notif.priority;

{{ Notes: - Because this is a readonly struct, it is safe to pass by value without risking accidental modification. - This type is meant to be used in ECS systems or UI code that displays/manage in-game notifications. - Ensure you include the appropriate assembly references for Unity.Entities and Game.Notifications when accessing these types from a mod. }}