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| ReactiveSystem (Pool pool, IReactiveSystem subSystem) |
| Recommended way to create systems in general: pool.CreateSystem(new MySystem());.
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| ReactiveSystem (Pool pool, IMultiReactiveSystem subSystem) |
| Recommended way to create systems in general: pool.CreateSystem(new MySystem());.
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| ReactiveSystem (IGroupObserverSystem subSystem) |
| Recommended way to create systems in general: pool.CreateSystem(new MySystem());.
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void | Activate () |
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void | Deactivate () |
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void | Clear () |
| Clears all accumulated changes.
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void | Execute () |
| Will call subsystem.Execute() with changed entities if there are any. Otherwise it will not call subsystem.Execute().
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override string | ToString () |
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A ReactiveSystem manages your implementation of a IReactiveSystem, IMultiReactiveSystem or IGroupObserverSystem subsystem. It will only call subsystem.Execute() if there were changes based on the triggers and eventTypes specified by your subsystem and will only pass in changed entities. A common use-case is to react to changes, e.g. a change of the position of an entity to update the gameObject.transform.position of the related gameObject. Recommended way to create systems in general: pool.CreateSystem(new MySystem()); This will automatically wrap MySystem in a ReactiveSystem if it implements IReactiveSystem, IMultiReactiveSystem or IGroupObserverSystem.