Game.UI.UIEconomyConfigurationData
Assembly: Assembly-CSharp (game assembly)
Namespace: Game.UI
Type: struct
Base: System.ValueType; implements Unity.Entities.IComponentData, Unity.Entities.IQueryTypeParameter
Summary:
UIEconomyConfigurationData is an empty "tag" component used by the game's ECS to mark entities relevant to UI economy configuration. The struct is explicitly given a non-zero size (1 byte) via StructLayout to avoid being treated as a zero-sized type by some runtimes and to ensure stable behavior when used as a component or query parameter.
Fields
- (none)
This struct declares no instance fields. It is used purely as a marker/tag component.
Properties
- (none)
No properties are defined.
Constructors
public UIEconomyConfigurationData()
(implicit)
The default parameterless constructor is used. Because the struct is empty, you normally create it withnew UIEconomyConfigurationData()
when adding it as a component.
Methods
- (none)
There are no methods defined on this type.
Notes
- The attribute
[StructLayout(LayoutKind.Sequential, Size = 1)]
sets the struct size to 1 byte. This prevents issues with zero-sized types and can be important for compatibility with native interop or ECS internals. - Implements IComponentData so it can be attached to entities as a component and implements IQueryTypeParameter so it can be used directly in queries / query parameter lists where supported.
Usage Example
// Add the tag to an entity
entityManager.AddComponentData(entity, new UIEconomyConfigurationData());
// Remove the tag
entityManager.RemoveComponent<UIEconomyConfigurationData>(entity);
// Query systems: find all entities marked for economy UI configuration
Entities
.WithAll<UIEconomyConfigurationData>()
.ForEach((Entity e) =>
{
// Handle entities with the economy UI configuration tag
})
.Run();