To create a system, you just need to create a class which inherits from BaseSystem, and then specify GetSystemPoint to your need.
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proto external World | GetWorld () |
| Get the world associated to this system.
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proto external void | Enable (bool enable) |
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proto external bool | IsEnabled () |
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proto void | Rpc (func method, void p0=NULL, void p1=NULL, void p2=NULL, void p3=NULL, void p4=NULL, void p5=NULL, void p6=NULL, void p7=NULL) |
| Attempts to run a remote procedure call (RPC) of this instance with parameters specified in method RplRpc attribute.
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proto external ref Managed | Clone () |
| Return shallow copy of object, or null if it is not allowed (not public constructor)
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proto external void | BeginUpdate () |
| The 4 functions below are designed so scripters can handle a batch update of multiple entities in a performant way.
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proto external void | Update () |
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proto external void | EndUpdate () |
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proto external void | AddEntity (notnull IEntity entity) |
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bool | DependsOn (ESystemPoint point, BaseSystem system) |
| Should return true for systems this system depends on. False otherwise.
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void | OnInit () |
| Called when system are to be intialized.
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void | OnCleanup () |
| Called when system are to be cleaned up.
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void | OnStarted () |
| Called every time system is started (before the first run and after Enable(true) is called.
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void | OnStopped () |
| Called every time system is stopped (after Enable(false) is called and before the system is being destroyed.
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void | OnUpdate (ESystemPoint point) |
| Called every time system is allowed to tick.
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void | OnDiag (float timeSlice) |
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To create a system, you just need to create a class which inherits from BaseSystem, and then specify GetSystemPoint to your need.
◆ AddEntity()
proto external void BaseSystem.AddEntity |
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notnull IEntity |
entity | ) |
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◆ BeginUpdate()
proto external void BaseSystem.BeginUpdate |
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The 4 functions below are designed so scripters can handle a batch update of multiple entities in a performant way.
Example: override void OnUpdate() { BeginUpdate(); foreach (IEntity ent: myents) { ent.SetWorldTransform(myNewTransform); AddEntity(ent); } Update(); //< This is the call where entities are updated in batch EndUpdate(); }
◆ DependsOn()
Should return true for systems this system depends on. False otherwise.
◆ Enable()
proto external void BaseSystem.Enable |
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bool |
enable | ) |
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◆ EndUpdate()
proto external void BaseSystem.EndUpdate |
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◆ GetWorld()
proto external World BaseSystem.GetWorld |
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Get the world associated to this system.
◆ InitInfo()
◆ IsEnabled()
proto external bool BaseSystem.IsEnabled |
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◆ OnCleanup()
void BaseSystem.OnCleanup |
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Called when system are to be cleaned up.
This always happens at any point when simulation decides to bring the system back to the initial state without actually destroying it.
◆ OnDiag()
void BaseSystem.OnDiag |
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float |
timeSlice | ) |
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◆ OnInit()
void BaseSystem.OnInit |
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Called when system are to be intialized.
This always happens at any point when simulation decides to reinitialize the system without actually destroying it.
◆ OnStarted()
void BaseSystem.OnStarted |
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Called every time system is started (before the first run and after Enable(true) is called.
◆ OnStopped()
void BaseSystem.OnStopped |
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Called every time system is stopped (after Enable(false) is called and before the system is being destroyed.
◆ OnUpdate()
Called every time system is allowed to tick.
◆ Rpc()
Attempts to run a remote procedure call (RPC) of this instance with parameters specified in method RplRpc attribute.
- Parameters
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method | Member function to be invoked as an RPC. |
◆ Update()
proto external void BaseSystem.Update |
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The documentation for this interface was generated from the following file:
- GameLib/generated/System/BaseSystem.c