[Multi-point system]
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override void | OnInit () |
| Called when system are to be intialized.
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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 | 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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[Multi-point system]
[Configurable system]
◆ ConfigurableSystem()
void ConfigurableSystem.ConfigurableSystem |
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◆ InitInfo()
static override void ConfigurableSystem.InitInfo |
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WorldSystemInfo | outInfo | ) |
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static |
◆ OnInit()
override void ConfigurableSystem.OnInit |
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protected |
Called when system are to be intialized.
This always happens at any point when simulation decides to reinitialize the system without actually destroying it.
Implements BaseSystem.
The documentation for this interface was generated from the following file:
- GameLib/WorldSystemsDocs.c