Method WithAnyChunkComponentRW
WithAnyChunkComponentRW<T>()
Add an optional Chunk Component type to the query.
Declaration
[GenerateTestsForBurstCompatibility(GenericTypeArguments = new Type[]{typeof(BurstCompatibleComponentData)})]
public EntityQueryBuilder WithAnyChunkComponentRW<T>()
Returns
Type | Description |
---|---|
EntityQueryBuilder | The builder object that invoked this method. |
Type Parameters
Name | Description |
---|---|
T | Component type to use as an optional, read-write Chunk Component |
Remarks
To match the resulting query, an Entity must have at least one of the query's optional component types, specified using either Unity.Entities.EntityQueryBuilder.WithAny(Unity.Entities.ComponentType*,System.Int32) or WithAnyChunkComponent<T>(). Chunk components are a distinct component type, which are different from adding the same type as a standard component.
var entityWithPlayerComponent = EntityManager.CreateEntity();
EntityManager.AddComponent<Player>(entityWithPlayerComponent);
var entityWithPlayerChunkComponent = EntityManager.CreateEntity();
EntityManager.AddComponent(entityWithPlayerChunkComponent, ComponentType.ChunkComponent<Player>());
// This query will match both entityWithPlayerComponent and entityWithPlayerChunkComponent
var playerQuery = new EntityQueryBuilder(Allocator.Temp)
.WithAny<Player>()
.WithAnyChunkComponent<Player>()
.Build(this);
Compare this to WithAllChunkComponent<T>()
To add additional optional Chunk Components, call this method multiple times.
To add component types that are not known at compile time, use WithAny<T>(ref T)
The query will request read-only access to the referenced component(s). To request read/write access, use Unity.Entities.EntityQueryBuilder.WithAnyChunkComponentRW``1(``0@)