Method WithDisabled
WithDisabled<T1>()
Add required disabled component types to the query.
Declaration
[GenerateTestsForBurstCompatibility(GenericTypeArguments = new Type[]{typeof(BurstCompatibleComponentData)})]
public EntityQueryBuilder WithDisabled<T1>()
Returns
| Type | Description |
|---|---|
| EntityQueryBuilder | The builder object that invoked this method. |
Type Parameters
| Name | Description |
|---|---|
| T1 | A required disabled component type |
Remarks
To match the resulting query, an Entity must have all of the query's required component types, and they must all be disabled.
There are several ways to exclude components from a query:
- WithAbsent<T>() matches all entities in chunks that do not have T at all.
- WithDisabled<T>() matches chunks that must have T, but only matches entities where T is disabled.
- WithNone<T>() matches both of the above cases: either the component isn't present at all, or it is present but disabled.
WithDisabled accepts up to seven type arguments. You can add more component types by chaining calls together.
var query = new EntityQueryBuilder(Allocator.Temp)
.WithAll<ObjectPosition, ObjectVelocity>()
.WithAll<ObjectRotation, ObjectRotationSpeed>()
.Build(this);
To add component types that are not known at compile time, use WithDisabled<T>(ref T)
The query will request read-only access to the referenced component(s). To request read/write access, use Unity.Entities.EntityQueryBuilder.WithDisabledRW``1(``0@)
WithDisabled<T1, T2>()
Add required disabled component types to the query.
Declaration
[GenerateTestsForBurstCompatibility(GenericTypeArguments = new Type[]{typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData)})]
public EntityQueryBuilder WithDisabled<T1, T2>()
Returns
| Type | Description |
|---|---|
| EntityQueryBuilder | The builder object that invoked this method. |
Type Parameters
| Name | Description |
|---|---|
| T1 | |
| T2 | A required disabled component type |
Remarks
To match the resulting query, an Entity must have all of the query's required component types, and they must all be disabled.
There are several ways to exclude components from a query:
- WithAbsent<T>() matches all entities in chunks that do not have T at all.
- WithDisabled<T>() matches chunks that must have T, but only matches entities where T is disabled.
- WithNone<T>() matches both of the above cases: either the component isn't present at all, or it is present but disabled.
WithDisabled accepts up to seven type arguments. You can add more component types by chaining calls together.
var query = new EntityQueryBuilder(Allocator.Temp)
.WithAll<ObjectPosition, ObjectVelocity>()
.WithAll<ObjectRotation, ObjectRotationSpeed>()
.Build(this);
To add component types that are not known at compile time, use WithDisabled<T>(ref T)
The query will request read-only access to the referenced component(s). To request read/write access, use Unity.Entities.EntityQueryBuilder.WithDisabledRW``1(``0@)
WithDisabled<T1, T2, T3>()
Add required disabled component types to the query.
Declaration
[GenerateTestsForBurstCompatibility(GenericTypeArguments = new Type[]{typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData)})]
public EntityQueryBuilder WithDisabled<T1, T2, T3>()
Returns
| Type | Description |
|---|---|
| EntityQueryBuilder | The builder object that invoked this method. |
Type Parameters
| Name | Description |
|---|---|
| T1 | |
| T2 | |
| T3 | A required disabled component type |
Remarks
To match the resulting query, an Entity must have all of the query's required component types, and they must all be disabled.
There are several ways to exclude components from a query:
- WithAbsent<T>() matches all entities in chunks that do not have T at all.
- WithDisabled<T>() matches chunks that must have T, but only matches entities where T is disabled.
- WithNone<T>() matches both of the above cases: either the component isn't present at all, or it is present but disabled.
WithDisabled accepts up to seven type arguments. You can add more component types by chaining calls together.
var query = new EntityQueryBuilder(Allocator.Temp)
.WithAll<ObjectPosition, ObjectVelocity>()
.WithAll<ObjectRotation, ObjectRotationSpeed>()
.Build(this);
To add component types that are not known at compile time, use WithDisabled<T>(ref T)
The query will request read-only access to the referenced component(s). To request read/write access, use Unity.Entities.EntityQueryBuilder.WithDisabledRW``1(``0@)
WithDisabled<T1, T2, T3, T4>()
Add required disabled component types to the query.
Declaration
[GenerateTestsForBurstCompatibility(GenericTypeArguments = new Type[]{typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData)})]
public EntityQueryBuilder WithDisabled<T1, T2, T3, T4>()
Returns
| Type | Description |
|---|---|
| EntityQueryBuilder | The builder object that invoked this method. |
Type Parameters
| Name | Description |
|---|---|
| T1 | |
| T2 | |
| T3 | |
| T4 | A required disabled component type |
Remarks
To match the resulting query, an Entity must have all of the query's required component types, and they must all be disabled.
There are several ways to exclude components from a query:
- WithAbsent<T>() matches all entities in chunks that do not have T at all.
- WithDisabled<T>() matches chunks that must have T, but only matches entities where T is disabled.
- WithNone<T>() matches both of the above cases: either the component isn't present at all, or it is present but disabled.
WithDisabled accepts up to seven type arguments. You can add more component types by chaining calls together.
var query = new EntityQueryBuilder(Allocator.Temp)
.WithAll<ObjectPosition, ObjectVelocity>()
.WithAll<ObjectRotation, ObjectRotationSpeed>()
.Build(this);
To add component types that are not known at compile time, use WithDisabled<T>(ref T)
The query will request read-only access to the referenced component(s). To request read/write access, use Unity.Entities.EntityQueryBuilder.WithDisabledRW``1(``0@)
WithDisabled<T1, T2, T3, T4, T5>()
Add required disabled component types to the query.
Declaration
[GenerateTestsForBurstCompatibility(GenericTypeArguments = new Type[]{typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData)})]
public EntityQueryBuilder WithDisabled<T1, T2, T3, T4, T5>()
Returns
| Type | Description |
|---|---|
| EntityQueryBuilder | The builder object that invoked this method. |
Type Parameters
| Name | Description |
|---|---|
| T1 | |
| T2 | |
| T3 | |
| T4 | |
| T5 | A required disabled component type |
Remarks
To match the resulting query, an Entity must have all of the query's required component types, and they must all be disabled.
There are several ways to exclude components from a query:
- WithAbsent<T>() matches all entities in chunks that do not have T at all.
- WithDisabled<T>() matches chunks that must have T, but only matches entities where T is disabled.
- WithNone<T>() matches both of the above cases: either the component isn't present at all, or it is present but disabled.
WithDisabled accepts up to seven type arguments. You can add more component types by chaining calls together.
var query = new EntityQueryBuilder(Allocator.Temp)
.WithAll<ObjectPosition, ObjectVelocity>()
.WithAll<ObjectRotation, ObjectRotationSpeed>()
.Build(this);
To add component types that are not known at compile time, use WithDisabled<T>(ref T)
The query will request read-only access to the referenced component(s). To request read/write access, use Unity.Entities.EntityQueryBuilder.WithDisabledRW``1(``0@)
WithDisabled<T1, T2, T3, T4, T5, T6>()
Add required component types to the query.
Declaration
[GenerateTestsForBurstCompatibility(GenericTypeArguments = new Type[]{typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData)})]
public EntityQueryBuilder WithDisabled<T1, T2, T3, T4, T5, T6>()
Returns
| Type | Description |
|---|---|
| EntityQueryBuilder | The builder object that invoked this method. |
Type Parameters
| Name | Description |
|---|---|
| T1 | |
| T2 | |
| T3 | |
| T4 | |
| T5 | |
| T6 | A required disabled component type |
Remarks
To match the resulting query, an Entity must have all of the query's required component types.
WithAll accepts up to seven type arguments. You can add more component types by chaining calls together.
var query = new EntityQueryBuilder(Allocator.Temp)
.WithAll<ObjectPosition, ObjectVelocity>()
.WithAll<ObjectRotation, ObjectRotationSpeed>()
.Build(this);
To add component types that are not known at compile time, use WithAll<T>(ref T)
The query will request read-only access to the referenced component(s). To request read/write access, use Unity.Entities.EntityQueryBuilder.WithAllRW``1(``0@)
WithDisabled<T1, T2, T3, T4, T5, T6, T7>()
Add required component types to the query.
Declaration
[GenerateTestsForBurstCompatibility(GenericTypeArguments = new Type[]{typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData), typeof(BurstCompatibleComponentData)})]
public EntityQueryBuilder WithDisabled<T1, T2, T3, T4, T5, T6, T7>()
Returns
| Type | Description |
|---|---|
| EntityQueryBuilder | The builder object that invoked this method. |
Type Parameters
| Name | Description |
|---|---|
| T1 | |
| T2 | |
| T3 | |
| T4 | |
| T5 | |
| T6 | |
| T7 | A required disabled component type |
Remarks
To match the resulting query, an Entity must have all of the query's required component types.
WithAll accepts up to seven type arguments. You can add more component types by chaining calls together.
var query = new EntityQueryBuilder(Allocator.Temp)
.WithAll<ObjectPosition, ObjectVelocity>()
.WithAll<ObjectRotation, ObjectRotationSpeed>()
.Build(this);
To add component types that are not known at compile time, use WithAll<T>(ref T)
The query will request read-only access to the referenced component(s). To request read/write access, use Unity.Entities.EntityQueryBuilder.WithAllRW``1(``0@)
WithDisabled<T>(ref T)
Add a list of required disabled component types to the query.
Declaration
[GenerateTestsForBurstCompatibility(GenericTypeArguments = new Type[]{typeof(FixedList32Bytes<ComponentType>)})]
public EntityQueryBuilder WithDisabled<T>(ref T componentTypes)
where T : INativeList<ComponentType>
Parameters
| Type | Name | Description |
|---|---|---|
| T | componentTypes | A list of component types that implements INativeList<T>. For example, NativeList<T> or FixedList64Bytes<T> |
Returns
| Type | Description |
|---|---|
| EntityQueryBuilder | The builder object that invoked this method. |
Type Parameters
| Name | Description |
|---|---|
| T | A container of component types |
Remarks
To match the resulting query, an Entity must have all of the query's required component types, and they must all be disabled.
There are several ways to exclude components from a query:
- WithAbsent<T>() matches all entities in chunks that do not have T at all.
- WithDisabled<T>() matches chunks that must have T, but only matches entities where T is disabled.
- WithNone<T>() matches both of the above cases: either the component isn't present at all, or it is present but disabled.