Class BaseDynamicsSystem
Dynamics systems run on all expanded states independently of actions
See also: BaseAction<TPermutation>
Inheritance
System.Object
BaseDynamicsSystem
Namespace: Unity.AI.Planner.DomainLanguage.TraitBased
Syntax
public abstract class BaseDynamicsSystem : ComponentSystem
Methods
OnCreateManager()
Declaration
protected override void OnCreateManager()
OnStateUpdate(Entity, Entity)
Implement this method in the derived class to modify the newly created state
Declaration
protected abstract void OnStateUpdate(Entity parentStateEntity, Entity createdStateEntity)
Parameters
Type | Name | Description |
---|---|---|
Entity | parentStateEntity | Entity for the predecessor state |
Entity | createdStateEntity | Entity for the newly created state that will be modified |
OnUpdate()
Declaration
protected override void OnUpdate()
SetTrait<T>(WriteTrait<T>, Entity)
Write back a trait for a specific domain object entity
Declaration
protected void SetTrait<T>(WriteTrait<T> setter, Entity entity)
where T : struct, ITrait
Parameters
Type | Name | Description |
---|---|---|
WriteTrait<T> | setter | Delegate for modifying trait values (uses ref) |
Entity | entity | Entity for the domain object |
Type Parameters
Name | Description |
---|---|
T | Trait type |