Class UpdateSamplesUserToolsStateMachineSystem
System that updates the state machine of the user tools.
Inheritance
Inherited Members
Namespace: Fwt.HexTerrains.Samples.Systems
Assembly: FwtHexTerrainSamples.dll
Syntax
[UpdateInGroup(typeof(HexTerrainsInitializationGroup), OrderFirst = true)]
[UpdateBefore(typeof(CalcGroundCellMetricsSystem))]
[UpdateBefore(typeof(CalcWaterCellMetricsSystem))]
[UpdateBefore(typeof(CalcHexTerrainCountriesDataSystem))]
[UpdateBefore(typeof(CalcHexTerrainProvincesDataSystem))]
public class UpdateSamplesUserToolsStateMachineSystem : UpdateUserToolsStateMachineSystem<SamplesUserToolsData>
Fields
_userToolsStateMachinesQuery
Declaration
protected EntityQuery _userToolsStateMachinesQuery
Field Value
| Type | Description |
|---|---|
| EntityQuery |
Methods
CreateUserToolsStateMachinesQuery()
Declaration
protected virtual EntityQuery CreateUserToolsStateMachinesQuery()
Returns
| Type | Description |
|---|---|
| EntityQuery |
OnCreate()
Called when this system is created.
Declaration
protected override void OnCreate()
Overrides
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
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].