Quantum 3
3.0.14
This type of system uses a FilterStruct of type T to filter a set of entities based on it, loop through them and calls a method. More...
Public Member Functions | |
| sealed override void | Update (Frame f) |
| Internal update method, use Update(Frame, ref T) instead. More... | |
| abstract void | Update (Frame f, ref T filter) |
| Override to add workload. More... | |
Public Member Functions inherited from Quantum.SystemMainThread | |
| SystemMainThread () | |
| Create a new system. More... | |
| SystemMainThread (params SystemBase[] children) | |
| Create a new main thread system with children. More... | |
| SystemMainThread (string name) | |
| Create a new system with a custom name. Unused, will be removed in future versions. More... | |
Public Member Functions inherited from Quantum.SystemBase | |
| SystemBase () | |
| Constructor. More... | |
| SystemBase (params SystemBase[] children) | |
| Create a new instance of a system with children. More... | |
| SystemBase (string scheduleSample) | |
| Create a new instance and setting the sample name. More... | |
| virtual void | OnDisabled (Frame f) |
| Is called when the system was disabled for example after Frame.SystemDisable(Type). More... | |
| virtual void | OnEnabled (Frame f) |
| Is called when the system was enabled for example after calling Frame.SystemEnable<T>() or during QuantumGame.InitSystems(Photon.Deterministic.DeterministicFrame). More... | |
| virtual void | OnInit (Frame f) |
| Is called when the system is initialized. More... | |
| TaskHandle | OnSchedule (Frame f, TaskHandle taskHandle) |
| Creates the task graph for the system. More... | |
Properties | |
| virtual ComponentSet | Any [get] |
| A filter to include components from the iteration. More... | |
| virtual bool | UseCulling [get] |
| Override to change the if the filter should exclude culled entities. More... | |
| virtual ComponentSet | Without [get] |
| A filter to exclude components from the iteration. More... | |
Properties inherited from Quantum.SystemBase | |
| IEnumerable< SystemBase > | ChildSystems [get] |
| The enumerable child systems. More... | |
| IEnumerable< SystemBase > | Hierarchy [get] |
| Creates the complete sub graph of child systems. More... | |
| SystemBase | ParentSystem [get] |
| The parent system in the system hierarchy. More... | |
| string | ProfilerName [get] |
| Profiler name. More... | |
| Int32 | RuntimeIndex [get] |
| A unique index assigned to identify systems at runtime. More... | |
| virtual Boolean | StartEnabled [get, set] |
Set to true when the simulation should start with this system enabled. More... | |
Additional Inherited Members | |
Protected Member Functions inherited from Quantum.SystemMainThread | |
| override TaskHandle | Schedule (Frame f, TaskHandle taskHandle) |
| Override to add additional tasks. More... | |
| TaskHandle | ScheduleUpdate (Frame f, TaskHandle taskHandle) |
| Adds the basic update callback. More... | |
This type of system uses a FilterStruct of type T to filter a set of entities based on it, loop through them and calls a method.
The Any and Without virtual functions can be overwritten for more advanced filtering.
If more complex options are required, inherit from SystemMainThread and iterate through the filters manually.
Always register new system types on the SystemsConfig.
| T | Filter type |
| T | : | unmanaged |
|
inlinevirtual |
Internal update method, use Update(Frame, ref T) instead.
| f | The current frame. |
Implements Quantum.SystemMainThread.
|
pure virtual |
Override to add workload.
| f | The current frame. |
| filter | The frame object. |
|
get |
Override to change the if the filter should exclude culled entities.
|
get |
A filter to exclude components from the iteration.
|
get |
A filter to include components from the iteration.