Entitas  0.35.0
Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity
Public Member Functions | Protected Attributes | List of all members
Entitas.Systems Class Reference
Inheritance diagram for Entitas.Systems:
Entitas.IInitializeSystem Entitas.IExecuteSystem Entitas.ICleanupSystem Entitas.ITearDownSystem Entitas.ISystem Entitas.ISystem Entitas.ISystem Entitas.ISystem

Public Member Functions

 Systems ()
 Creates a new Systems instance.
 
virtual Systems Add (ISystem system)
 Adds the system instance to the systems list.
 
virtual void Initialize ()
 
virtual void Execute ()
 
virtual void Cleanup ()
 
virtual void TearDown ()
 
virtual void ActivateReactiveSystems ()
 Activates all ReactiveSystems in the systems list.
 
virtual void DeactivateReactiveSystems ()
 
virtual void ClearReactiveSystems ()
 Clears all ReactiveSystems in the systems list.
 

Protected Attributes

readonly List< IInitializeSystem_initializeSystems
 
readonly List< IExecuteSystem_executeSystems
 
readonly List< ICleanupSystem_cleanupSystems
 
readonly List< ITearDownSystem_tearDownSystems
 

Detailed Description

Systems provide a convenient way to group systems. You can add IInitializeSystem, IExecuteSystem, ICleanupSystem, ITearDownSystem, ReactiveSystem and other nested Systems instances. All systems will be initialized and executed based on the order you added them.

Definition at line 10 of file Systems.cs.

Member Function Documentation

§ Cleanup()

virtual void Entitas.Systems.Cleanup ( )
inlinevirtual

Calls Cleanup() on all ICleanupSystem, ReactiveSystem and other nested Systems instances in the order you added them.

Implements Entitas.ICleanupSystem.

Definition at line 80 of file Systems.cs.

§ DeactivateReactiveSystems()

virtual void Entitas.Systems.DeactivateReactiveSystems ( )
inlinevirtual

Deactivates all ReactiveSystems in the systems list. This will also clear all ReactiveSystems. This is useful when you want to soft-restart your application and want to reuse your existing system instances.

Definition at line 114 of file Systems.cs.

§ Execute()

virtual void Entitas.Systems.Execute ( )
inlinevirtual

Calls Execute() on all IExecuteSystem, ReactiveSystem and other nested Systems instances in the order you added them.

Implements Entitas.IExecuteSystem.

Definition at line 72 of file Systems.cs.

§ Initialize()

virtual void Entitas.Systems.Initialize ( )
inlinevirtual

Calls Initialize() on all IInitializeSystem, ReactiveSystem and other nested Systems instances in the order you added them.

Implements Entitas.IInitializeSystem.

Definition at line 64 of file Systems.cs.

§ TearDown()

virtual void Entitas.Systems.TearDown ( )
inlinevirtual

Calls TearDown() on all ITearDownSystem, ReactiveSystem and other nested Systems instances in the order you added them.

Implements Entitas.ITearDownSystem.

Definition at line 88 of file Systems.cs.


The documentation for this class was generated from the following file: