AddComponentForLinkedEntityGroup
Records a command that adds a component to an entity's LinkedEntityGroup based on an EntityQueryMask. Entities in the LinkedEntityGroup that don't match the mask will be skipped safely.
Read time 2 minutesLast updated 3 days ago
Definition
- Type: Method
- Namespace: Unity.Entities
- Assembly: UnityEngine.EntitiesModule
AddComponentForLinkedEntityGroup<T>(int, Entity, EntityQueryMask, T)
Records a command that adds a component to an entity's LinkedEntityGroup based on an EntityQueryMask. Entities in the LinkedEntityGroup that don't match the mask will be skipped safely.
public void AddComponentForLinkedEntityGroup<T>(int sortKey, Entity e, EntityQueryMask mask, T component) where T : unmanaged, IComponentData
Parameters
A unique index for each set of commands added to this EntityCommandBuffer across all parallel jobs writing commands to this buffer. The ChunkIndexInQuery provided by IJobEntity is an appropriate value to use for this parameter. In an IJobChunk pass the 'unfilteredChunkIndex' value from IJobChunk.Execute.
The entity whose LinkedEntityGroup will be referenced.
The EntityQueryMask that is used to determine which linked entities to add the component to. Note that EntityQueryMask ignores all query filtering (including chunk filtering and enableable components), and may thus match more entities than expected.
Remarks
At playback, this command throws an error if the entity is destroyed before playback, or if any of the matching linked entities cannot add the component.
AddComponentForLinkedEntityGroup(int, Entity, EntityQueryMask, ComponentType)
Records a command that adds a component to an entity's LinkedEntityGroup based on an EntityQueryMask. Entities in the LinkedEntityGroup that don't match the mask will be skipped safely.
public void AddComponentForLinkedEntityGroup(int sortKey, Entity e, EntityQueryMask mask, ComponentType componentType)
Parameters
A unique index for each set of commands added to this EntityCommandBuffer across all parallel jobs writing commands to this buffer. The ChunkIndexInQuery provided by IJobEntity is an appropriate value to use for this parameter. In an IJobChunk pass the 'unfilteredChunkIndex' value from IJobChunk.Execute.
The entity whose LinkedEntityGroup will be referenced.
The EntityQueryMask that is used to determine which linked entities to add the component to. Note that EntityQueryMask ignores all query filtering (including chunk filtering and enableable components), and may thus match more entities than expected.
The component type to add.
Remarks
At playback, this command throws an error if the entity is destroyed before playback, or if any of the matching linked entities cannot add the component.