This type of system does not have an Update() function. It is meant for systems that focus solely on implementing and receiving signals from other systems. By avoiding the Update loop, it helps you save some overhead. More...
Protected Member Functions | |
sealed override TaskHandle | Schedule (Frame f, TaskHandle taskHandle) |
Override to add tasks to this system./> | |
Additional Inherited Members | |
Public Member Functions inherited from Quantum.SystemBase | |
SystemBase () | |
Constructor. 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 inherited from Quantum.SystemBase | |
virtual 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... | |
Int32 | RuntimeIndex [get, set] |
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... | |
This type of system does not have an Update() function. It is meant for systems that focus solely on implementing and receiving signals from other systems. By avoiding the Update loop, it helps you save some overhead.
Always register new system types on the SystemsConfig.