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    Class System_TrackComponentObject<TObject, TCache>

    Inheritance
    object
    ComponentSystemBase
    SystemBase
    System_TrackComponentObject<TObject, TCache>
    Inherited Members
    SystemBase.Dependency
    SystemBase.CheckedStateRef
    SystemBase.CompleteDependency()
    SystemBase.Entities
    SystemBase.Job
    SystemBase.Update()
    SystemBase.GetComponent<T>(Entity)
    SystemBase.SetComponent<T>(Entity, T)
    SystemBase.HasComponent<T>(Entity)
    SystemBase.HasBuffer<T>(Entity)
    SystemBase.GetComponentLookup<T>(bool)
    SystemBase.GetComponentDataFromEntity<T>(bool)
    SystemBase.GetBuffer<T>(Entity, bool)
    SystemBase.GetBufferLookup<T>(bool)
    SystemBase.GetBufferFromEntity<T>(bool)
    SystemBase.GetEntityStorageInfoLookup()
    SystemBase.GetStorageInfoFromEntity()
    SystemBase.Exists(Entity)
    ComponentSystemBase.Enabled
    ComponentSystemBase.EntityQueries
    ComponentSystemBase.GlobalSystemVersion
    ComponentSystemBase.LastSystemVersion
    ComponentSystemBase.EntityManager
    ComponentSystemBase.World
    ComponentSystemBase.SystemHandle
    ComponentSystemBase.SystemHandleUntyped
    ComponentSystemBase.Time
    ComponentSystemBase.WorldUpdateAllocator
    ComponentSystemBase.OnStartRunning()
    ComponentSystemBase.OnStopRunning()
    ComponentSystemBase.OnDestroy()
    ComponentSystemBase.ShouldRunSystem()
    ComponentSystemBase.GetComponentTypeHandle<T>(bool)
    ComponentSystemBase.GetDynamicComponentTypeHandle(ComponentType)
    ComponentSystemBase.GetBufferTypeHandle<T>(bool)
    ComponentSystemBase.GetSharedComponentTypeHandle<T>()
    ComponentSystemBase.GetDynamicSharedComponentTypeHandle(ComponentType)
    ComponentSystemBase.GetEntityTypeHandle()
    ComponentSystemBase.RequireForUpdate(EntityQuery)
    ComponentSystemBase.RequireAnyForUpdate(params EntityQuery[])
    ComponentSystemBase.RequireAnyForUpdate(NativeArray<EntityQuery>)
    ComponentSystemBase.RequireForUpdate<T>()
    ComponentSystemBase.RequireSingletonForUpdate<T>()
    ComponentSystemBase.HasSingleton<T>()
    ComponentSystemBase.GetSingleton<T>()
    ComponentSystemBase.GetSingletonRW<T>()
    ComponentSystemBase.GetSingletonBuffer<T>(bool)
    ComponentSystemBase.TryGetSingleton<T>(out T)
    ComponentSystemBase.TryGetSingletonBuffer<T>(out DynamicBuffer<T>)
    ComponentSystemBase.SetSingleton<T>(T)
    ComponentSystemBase.GetSingletonEntity<T>()
    ComponentSystemBase.TryGetSingletonEntity<T>(out Entity)
    ComponentSystemBase.GetEntityQuery(params ComponentType[])
    ComponentSystemBase.GetEntityQuery(NativeArray<ComponentType>)
    ComponentSystemBase.GetEntityQuery(params EntityQueryDesc[])
    ComponentSystemBase.GetEntityQuery(in EntityQueryBuilder)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: Fwt.Core
    Assembly: fwt.core.ecs.dll
    Syntax
    public abstract class System_TrackComponentObject<TObject, TCache> : SystemBase where TObject : Object where TCache : unmanaged, ICleanupComponentData
    Type Parameters
    Name Description
    TObject
    TCache

    Fields

    IsDestroyObjectWithEntity

    Declaration
    public bool IsDestroyObjectWithEntity
    Field Value
    Type Description
    bool

    IsSendRemoveObjectsToPool

    If true, system will try to send released objects to game objects pool instead of destroying them. If sending to pool failed, system destroys game object

    Declaration
    public bool IsSendRemoveObjectsToPool
    Field Value
    Type Description
    bool

    PoolExclusions

    Entities in this hash set will remove their Views with opposite rule than we have by IsSendRemoveObjectsToPool

    Declaration
    protected HashSet<Entity> PoolExclusions
    Field Value
    Type Description
    HashSet<Entity>

    _cachedItems

    Declaration
    protected Dictionary<Entity, TObject> _cachedItems
    Field Value
    Type Description
    Dictionary<Entity, TObject>

    _removedEntities

    Declaration
    protected EntityQuery _removedEntities
    Field Value
    Type Description
    EntityQuery

    _removedObjects

    Declaration
    protected List<Entity> _removedObjects
    Field Value
    Type Description
    List<Entity>

    Properties

    IsDestroyComponentGameObject

    Declaration
    public virtual bool IsDestroyComponentGameObject { get; }
    Property Value
    Type Description
    bool

    PoolSystem

    Declaration
    public ObjectPoolSystem_GameObject PoolSystem { get; }
    Property Value
    Type Description
    ObjectPoolSystem_GameObject

    Methods

    AttachObjectToEntity(Entity, TObject)

    Declaration
    public virtual void AttachObjectToEntity(Entity entity, TObject obj)
    Parameters
    Type Name Description
    Entity entity
    TObject obj

    AttachObjectToEntityInversePolicy(Entity, TObject)

    Works like AttachObjectToEntity, but alters cleanup behaviour for this entity. If we have IsSendRemoveObjectsToPool == true, this particular entity will ignore it. If IsSendRemoveObjectsToPool, this particular entity will send object to pool, despite general system setup

    Declaration
    public virtual void AttachObjectToEntityInversePolicy(Entity entity, TObject obj)
    Parameters
    Type Name Description
    Entity entity
    TObject obj

    DestroyCachedObject(Entity)

    Declaration
    protected virtual void DestroyCachedObject(Entity entity)
    Parameters
    Type Name Description
    Entity entity

    DestroyCachedObject(TObject, bool)

    Declaration
    protected virtual void DestroyCachedObject(TObject obj, bool inverseSendRemoveObjectsPolicy)
    Parameters
    Type Name Description
    TObject obj
    bool inverseSendRemoveObjectsPolicy

    OnCreate()

    Called when this system is created.

    Declaration
    protected override void OnCreate()
    Overrides
    Unity.Entities.ComponentSystemBase.OnCreate()
    Remarks

    Implement an OnCreate() function to set up system resources when it is created.

    OnCreate is invoked before the the first time Unity.Entities.ComponentSystemBase.OnStartRunning() and OnUpdate are invoked.

    OnUpdate()

    Implement OnUpdate() to perform the major work of this system.

    Declaration
    protected override void OnUpdate()
    Overrides
    Unity.Entities.SystemBase.OnUpdate()
    Remarks

    By default, the system invokes `OnUpdate()` once every frame on the main thread. To skip OnUpdate if all of the system's [EntityQueries] are empty, use the [RequireMatchingQueriesForUpdateAttribute]. To limit when OnUpdate is invoked, you can specify components that must exist, or queries that match specific Entities. To do this, call Unity.Entities.ComponentSystemBase.RequireForUpdate<T>() or Unity.Entities.ComponentSystemBase.RequireForUpdate(Unity.Entities.EntityQuery) in the system's OnCreate method. For more information, see [ShouldRunSystem].

    The [Entities.ForEach] and [Job.WithCode] constructions provide convenient mechanisms for defining jobs. You can also instantiate and schedule an Unity.Entities.IJobChunk instance; you can use the [C# Job System] or you can perform work on the main thread. If you call Unity.Entities.EntityManager methods that perform structural changes on the main thread, be sure to arrange the system order to minimize the performance impact of the resulting [sync points].

    Extension Methods

    HashExtensions.GetHashCode_RefType<TValue>(TValue, int)
    HashExtensions.GetHashCode_RefType<TValue>(TValue, int)
    Extensions_UnityObject.SmartDestroy(object)
    Extensions_UnityObject.SmartDestroy(object)
    Extensions_UnityObject.SmartGetComponent<TComponent>(object)
    Extensions_UnityObject.SmartGetComponent<TComponent>(object)
    Extensions_UnityObject.SmartGetGameGameObject(object)
    Extensions_UnityObject.SmartGetGameGameObject(object)
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