Struct SystemState
Contains raw entity system state. Used by unmanaged systems (ISystem) as well as managed systems behind the scenes.
Namespace: Unity.Entities
Syntax
[BurstCompatible]
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. |
Entities | Entities property used to access Entities.ForEach functionality |
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. |
SystemHandleUntyped | The untyped system's handle. |
Time | The current Time data for this system's world. |
UnmanagedMetaIndex | Return the unmanaged type index of the system (>= 0 for ISystem-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. |
GetEntityQuery(in EntityQueryDescBuilder) | Create an entity query from a query description builder. |
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. |
GetStorageInfoFromEntity() | Gets an dictionary-like container containing information about how entities are stored. |
HasSingleton<T>() | Checks whether a singleton 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. |