Version: Unity 7.0 Alpha (7000.0)
LanguageEnglish
  • C#

ArchetypeChunk.SetComponentEnabledForAll

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Declaration

public void SetComponentEnabledForAll(ref ComponentTypeHandle`1 typeHandle, bool value);

Parameters

Parameter Description
typeHandle A type handle for the component type that will be enabled or disabled.
value True if the specified component should be enabled, or false if it should be disabled.

Description

Enable or disable a IComponentData on all entities in this chunk.

This is more efficient than calling ArchetypeChunk.SetComponentEnabled on each entity individually, but has the same net result. This operation does not cause a structural change, or affect the value of the components. For the purposes of EntityQuery matching, an entity with a disabled component will behave as if it does not have that component.


Declaration

public void SetComponentEnabledForAll(ref BufferTypeHandle`1 bufferTypeHandle, bool value);

Parameters

Parameter Description
bufferTypeHandle A type handle for the buffer component type that will be enabled or disabled.
value True if the specified component should be enabled, or false if it should be disabled.

Description

Enable or disable an IBufferElementData on all entities in this chunk.

This is more efficient than calling ArchetypeChunk.SetComponentEnabled on each entity individually, but has the same net result. This operation does not cause a structural change, or affect the value of the components. For the purposes of EntityQuery matching, an entity with a disabled component will behave as if it does not have that component.


Declaration

public void SetComponentEnabledForAll(ref DynamicComponentTypeHandle typeHandle, bool value);

Parameters

Parameter Description
typeHandle A type handle for the component type that will be enabled or disabled. This component must implement the IEnableableComponent interface.
value True if the specified component should be enabled, or false if it should be disabled.

Description

Enable or disable a component on all entities in this chunk.

This is more efficient than calling ArchetypeChunk.SetComponentEnabled on each entity individually, but has the same net result. This operation does not cause a structural change, or affect the value of the components. For the purposes of EntityQuery matching, an entity with a disabled component will behave as if it does not have that component.