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Entitas
0.35.0
Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity
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Public Member Functions | |
ReactiveSystem (Pool pool, IReactiveSystem subSystem) | |
ReactiveSystem (Pool pool, IMultiReactiveSystem subSystem) | |
ReactiveSystem (IEntityCollectorSystem subSystem) | |
void | Activate () |
void | Deactivate () |
void | Clear () |
Clears all accumulated changes. | |
void | Execute () |
override string | ToString () |
Properties | |
IReactiveExecuteSystem | subsystem [get] |
A ReactiveSystem manages your implementation of a IReactiveSystem, IMultiReactiveSystem or IEntityCollectorSystem 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 IEntityCollectorSystem.
Definition at line 16 of file ReactiveSystem.cs.
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Recommended way to create systems in general: pool.CreateSystem(new MySystem());
Definition at line 32 of file ReactiveSystem.cs.
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Recommended way to create systems in general: pool.CreateSystem(new MySystem());
Definition at line 39 of file ReactiveSystem.cs.
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Recommended way to create systems in general: pool.CreateSystem(new MySystem());
Definition at line 45 of file ReactiveSystem.cs.
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Activates the ReactiveSystem and starts observing changes based on the triggers and eventTypes specified by the subsystem. ReactiveSystem are activated by default.
Definition at line 84 of file ReactiveSystem.cs.
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Deactivates the ReactiveSystem. No changes will be tracked while deactivated. This will also clear the ReactiveSystems. ReactiveSystem are activated by default
Definition at line 92 of file ReactiveSystem.cs.
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Will call subsystem.Execute() with changed entities if there are any. Otherwise it will not call subsystem.Execute().
Implements Entitas.IExecuteSystem.
Definition at line 103 of file ReactiveSystem.cs.
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get |
Returns the subsystem which will be managed by this instance of ReactiveSystem.
Definition at line 20 of file ReactiveSystem.cs.