To create a system, you just need to create a class which inherits from WorldSystem, and then specify GetSystemPoint to your need.
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| proto external World | GetWorld () |
| | Get the world associated with this system.
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| proto external WorldSystems | GetSystems () |
| | Get world systems associated with this system.
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| proto external RplNode | GetNode () |
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| proto external void | Enable (bool enable) |
| | Enable/disable system.
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| proto external bool | IsEnabled () |
| | Returns true if system is enabled.
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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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| 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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| bool | DependsOn (WorldSystemPoint point, WorldSystem system) |
| | Should return true for systems this system depends on.
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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 (WorldSystemPoint point) |
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| void | OnUpdatePoint (WorldUpdatePointArgs args) |
| | Called at specific points during World update.
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| void | OnOneTimePoint (WorldOneTimePointArgs args) |
| | Called at specific one-time events during World lifetime.
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| void | OnDiag (float timeSlice) |
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| proto external void | ThrowEvent (func eventSender, void param1=null, void param2=null, void param3=null, void param4=null, void param5=null, void param6=null, void param7=null, void param8=null, void param9=null) |
| | Emit event on provider.
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To create a system, you just need to create a class which inherits from WorldSystem, and then specify GetSystemPoint to your need.
◆ AddEntity()
| proto external void WorldSystem.AddEntity |
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notnull IEntity | entity | ) |
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◆ BeginUpdate()
| proto external void WorldSystem.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
- Deprecated
- Use WorldSystemInfo.ExecuteAfter instead.
◆ Enable()
| proto external void WorldSystem.Enable |
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bool | enable | ) |
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◆ EndUpdate()
| proto external void WorldSystem.EndUpdate |
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◆ GetNode()
| proto external RplNode WorldSystem.GetNode |
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◆ GetSystems()
Get world systems associated with this system.
◆ GetWorld()
| proto external World WorldSystem.GetWorld |
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Get the world associated with this system.
◆ InitInfo()
◆ IsEnabled()
| proto external bool WorldSystem.IsEnabled |
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Returns true if system is enabled.
◆ OnCleanup()
| void WorldSystem.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 WorldSystem.OnDiag |
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float | timeSlice | ) |
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◆ OnInit()
| void WorldSystem.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.
Implemented in DeathmatchMode, GameMode, and TeamDeathmatchMode.
◆ OnOneTimePoint()
Called at specific one-time events during World lifetime.
◆ OnStarted()
| void WorldSystem.OnStarted |
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Called every time system is started (before the first run and after Enable(true) is called.
◆ OnStopped()
| void WorldSystem.OnStopped |
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Called every time system is stopped (after Enable(false) is called and before the system is being destroyed.
◆ OnUpdate()
◆ OnUpdatePoint()
◆ 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 WorldSystem.Update |
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The documentation for this interface was generated from the following file:
- GameLib/generated/WorldSystems/WorldSystem.c