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EntityPrefab Class

Definition

Namespace: Brine2D.ECS

A reusable entity template that can be instantiated multiple times. Think of it like a "class" for entities.

C#
public class EntityPrefab

Inheritance System.Object → EntityPrefab

Fields
_componentConfigurators Component configuration actions \(called after component is added\).
Properties
Name Name of this prefab \(e\.g\., "Player", "Enemy", "Coin"\).
Tags Tags to apply to instantiated entities.
Methods
AddBehavior<T>\(Action<T>\) Adds a behavior of the specified type. The behavior is created with dependency injection when the prefab is instantiated.
AddChildPrefab\(EntityPrefab, Action<Entity>\) Adds a child prefab that will be instantiated and parented to the root entity each time this prefab is instantiated.
AddComponent<T>\(Action<T>\) Adds a component with a configuration action. The action is called after the component is added to configure its properties.
AddTag\(string\) Adds a tag to be applied to instantiated entities.
AddTags\(string\[\]\) Adds multiple tags to be applied to instantiated entities.
ContainsPrefab\(EntityPrefab, EntityPrefab\) Returns true when target appears anywhere in the child-prefab graph rooted at root \(depth\-first, cycle\-safe\).
Instantiate\(IEntityWorld, Nullable<Vector2>, Nullable<float>, Nullable<Vector2>, ILogger, string\) Instantiates this prefab as a new entity.