[Class hierarchy example]
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override void | OnUpdate (ESystemPoint point) |
| Called every time system is allowed to tick.
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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 | OnDiag (float timeSlice) |
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[Class hierarchy example]
[World controller example]
◆ InitInfo()
static override void PlayerNameInputSystem.InitInfo |
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WorldSystemInfo | outInfo | ) |
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◆ OnUpdate()
override void PlayerNameInputSystem.OnUpdate |
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ESystemPoint | point | ) |
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Called every time system is allowed to tick.
Implements BaseSystem.
The documentation for this interface was generated from the following file:
- GameLib/WorldSystemsDocs.c