|
Entitas Redux
|
A ReactiveSystem calls Execute(entities) if there were changes based on the specified Collector 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. More...
Public Member Functions | |
| override string | ToString () |
| void | Activate () |
| Activates the ReactiveSystem and starts observing changes based on the specified Collector. ReactiveSystem are activated by default. More... | |
| void | Deactivate () |
| Deactivates the ReactiveSystem. No changes will be tracked while deactivated. This will also clear the ReactiveSystem. ReactiveSystem are activated by default. More... | |
| void | Clear () |
| Clears all accumulated changes. More... | |
| void | Execute () |
| Will call Execute(entities) with changed entities if there are any. Otherwise it will not call Execute(entities). More... | |
A ReactiveSystem calls Execute(entities) if there were changes based on the specified Collector 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.
| TEntity |
| TEntity | : | class | |
| TEntity | : | IEntity |
Definition at line 38 of file ReactiveSystem.cs.
| void JCMG.EntitasRedux.ReactiveSystem< TEntity >.Activate | ( | ) |
Activates the ReactiveSystem and starts observing changes based on the specified Collector. ReactiveSystem are activated by default.
Implements JCMG.EntitasRedux.IReactiveSystem.
Definition at line 94 of file ReactiveSystem.cs.
| void JCMG.EntitasRedux.ReactiveSystem< TEntity >.Clear | ( | ) |
Clears all accumulated changes.
Implements JCMG.EntitasRedux.IReactiveSystem.
Definition at line 113 of file ReactiveSystem.cs.
| void JCMG.EntitasRedux.ReactiveSystem< TEntity >.Deactivate | ( | ) |
Deactivates the ReactiveSystem. No changes will be tracked while deactivated. This will also clear the ReactiveSystem. ReactiveSystem are activated by default.
Implements JCMG.EntitasRedux.IReactiveSystem.
Definition at line 105 of file ReactiveSystem.cs.
| void JCMG.EntitasRedux.ReactiveSystem< TEntity >.Execute | ( | ) |
Will call Execute(entities) with changed entities if there are any. Otherwise it will not call Execute(entities).
Implements JCMG.EntitasRedux.IReactiveSystem.
Definition at line 122 of file ReactiveSystem.cs.
| override string JCMG.EntitasRedux.ReactiveSystem< TEntity >.ToString | ( | ) |
Definition at line 74 of file ReactiveSystem.cs.