how can convert multiple prefab to entities via conversionSystem

this is my code and i think use list or array better than this but i dont know how …

[Serializable]
    public struct FractalHandler : IComponentData
    {
        public Entity prefab1;
        public Entity prefab2;
        public Entity prefab3;
        public Entity prefab4;
        public Entity prefab5;
    }

    [DisallowMultipleComponent]
    [RequiresEntityConversion]
    public class FractalAuthoring : MonoBehaviour, IConvertGameObjectToEntity, IDeclareReferencedPrefabs
    {
        public List<GameObject> prefabs = new List<GameObject>();


        public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
        {

            if (enabled)
            {
               
                switch (prefabs.Count)
                {
                    case 1:
                        var componentData1 = new FractalHandler
                        {
                            prefab1 = conversionSystem.GetPrimaryEntity(prefabs[0]),
                        };
                        dstManager.AddComponentData(entity, componentData1);
                        break;
                    case 2:
                        var componentData2 = new FractalHandler
                        {
                            prefab1 = conversionSystem.GetPrimaryEntity(prefabs[0]),
                            prefab2 = conversionSystem.GetPrimaryEntity(prefabs[1]),
                        };
                        dstManager.AddComponentData(entity, componentData2);
                        break;
                    case 3:
                        var componentData3 = new FractalHandler
                        {
                            prefab1 = conversionSystem.GetPrimaryEntity(prefabs[0]),
                            prefab2 = conversionSystem.GetPrimaryEntity(prefabs[1]),
                            prefab3 = conversionSystem.GetPrimaryEntity(prefabs[2]),
                        };
                        dstManager.AddComponentData(entity, componentData3);
                        break;
                    case 4:
                        var componentData4 = new FractalHandler
                        {
                            prefab1 = conversionSystem.GetPrimaryEntity(prefabs[0]),
                            prefab2 = conversionSystem.GetPrimaryEntity(prefabs[1]),
                            prefab3 = conversionSystem.GetPrimaryEntity(prefabs[2]),
                            prefab4 = conversionSystem.GetPrimaryEntity(prefabs[3]),
                        };
                        dstManager.AddComponentData(entity, componentData4);
                        break;
                    case 5:
                        var componentData5 = new FractalHandler
                        {
                            prefab1 = conversionSystem.GetPrimaryEntity(prefabs[0]),
                            prefab2 = conversionSystem.GetPrimaryEntity(prefabs[1]),
                            prefab3 = conversionSystem.GetPrimaryEntity(prefabs[2]),
                            prefab4 = conversionSystem.GetPrimaryEntity(prefabs[3]),
                            prefab5 = conversionSystem.GetPrimaryEntity(prefabs[4]),
                        };
                        dstManager.AddComponentData(entity, componentData5);
                        break;
                    default:
                        break;
                }

            }
        }

        public void DeclareReferencedPrefabs(List<GameObject> gameObjects)
        {
            gameObjects = prefabs;
        }


    }

You probably want to store your prefabs into a dynamic buffer.

you are right.

I want to convert gameobjects to entities and store in icomponent;

so i can use in jobcomponentsystem