Struct SystemState
Contains raw entity system state. Used by unmanaged systems (ISystemBase) as well as managed systems behind the scenes.
Namespace: Unity.Entities
Syntax
public struct SystemState
Properties
| Name | Description |
|---|---|
| DebugName | Return a debug name for unmanaged systems. |
| Dependency | The ECS-related data dependencies of the system. |
| Enabled | Controls whether this system executes when its OnUpdate function is called. |
| EntityManager | The EntityManager object of the World in which this system exists. |
| 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. |
| UnmanagedMetaIndex | Return the unmanaged type index of the system (>= 0 for ISystemBase-type systems), or -1 for managed systems. |
| World | The World in which this system exists. |
| WorldUnmanaged | The unmanaged portion of the world in which this system exists. |
Methods
| Name | Description |
|---|---|
| CompleteDependency() | |
| 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. |
| 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. |
| 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. |