Class ComponentSystemBase
A system provides behavior in an ECS architecture.
Namespace: Unity.Entities
Syntax
public abstract class ComponentSystemBase : object
Remarks
System implementations should inherit SystemBase, which is a subclass of ComponentSystemBase.
Properties
Name | Description |
---|---|
Enabled | Controls whether this system executes when its OnUpdate function is called. |
EntityManager | The EntityManager object of the World in which this system exists. |
EntityQueries | The query objects cached by this system. |
GlobalSystemVersion | The current change version number in this World. |
LastSystemVersion | The current version of this system. |
Time | The current Time data for this system's world. |
World | The World in which this system exists. |
Methods
Name | Description |
---|---|
GetBufferFromEntity<T>(Boolean) | Gets a BufferFromEntity<T> object that can access a DynamicBuffer<T>. |
GetBufferTypeHandle<T>(Boolean) | Gets the run-time type information required to access an array of buffer components in a chunk. |
GetComponentDataFromEntity<T>(Boolean) | Gets an dictionary-like container containing all components of type T, keyed by Entity. |
GetComponentTypeHandle<T>(Boolean) | Gets the run-time type information required to access an array of component data in a chunk. |
GetDynamicComponentTypeHandle(ComponentType) | Gets the run-time type information required to access an array of component data in a chunk. |
GetDynamicSharedComponentTypeHandle(ComponentType) | Gets the run-time type information required to access a shared component data in a chunk. |
GetEntityQuery(NativeArray<ComponentType>) | Gets the cached query for the specified component types, if one exists; otherwise, creates a new query instance and caches it. |
GetEntityQuery(ComponentType[]) | Gets the cached query for the specified component types, if one exists; otherwise, creates a new query instance and caches it. |
GetEntityQuery(EntityQueryDesc[]) | Combines an array of query description objects into a single query. |
GetEntityTypeHandle() | Gets the run-time type information required to access the array of Entity objects in a chunk. |
GetSharedComponentTypeHandle<T>() | Gets the run-time type information required to access a shared component data in a chunk. |
GetSingleton<T>() | Gets the value of a singleton component. |
GetSingletonEntity<T>() | Gets the Entity instance for a singleton. |
HasSingleton<T>() | Checks whether a singelton component of the specified type exists. |
OnCreate() | Called when this system is created. |
OnCreateForCompiler() | |
OnDestroy() | Called when this system is destroyed. |
OnStartRunning() | Called before the first call to OnUpdate and when a system resumes updating after being stopped or disabled. |
OnStopRunning() | Called when this system stops running because no entities match the system's EntityQuery objects or because you change the system Enabled property to false. |
RequireForUpdate(EntityQuery) | Adds a query that must return entities for the system to run. You can add multiple required queries to a system; all of them must match at least one entity for the system to run. |
RequireSingletonForUpdate<T>() | Require that a specific singleton component exist for this system to run. |
SetSingleton<T>(T) | Sets the value of a singleton component. |
ShouldRunSystem() | Reports whether any of this system's entity queries currently match any chunks. This function is used internally to determine whether the system's OnUpdate function can be skipped. |
TryGetSingleton<T>(out T) | Gets the value of a singleton component, and returns whether or not a singleton component of the specified type exists in the World. |
TryGetSingletonEntity<T>(out Entity) | Gets the singleton Entity, and returns whether or not a singleton Entity of the specified type exists in the World. |
Update() | Executes the system immediately. |