Struct SystemState
Contains raw entity system state. Used by unmanaged systems (ISystem) as well as managed systems behind the scenes.
Namespace: Unity.Entities
Assembly: Unity.Entities.dll
Syntax
public ref 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. |
SystemHandle | The untyped system's handle. |
SystemHandleUntyped | Obsolete. Use SystemHandle instead. |
Time | Obsolete. 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. |
WorldUpdateAllocator | Retrieve the world update allocator of the World in which this system exists. |
Methods
Name | Description |
---|---|
CompleteDependency() | Completes combined job handles registered with this system. See Dependency for more information. |
GetBufferFromEntity<T>(bool) | Obsolete. Use GetBufferLookup<T>(bool) instead. |
GetBufferLookup<T>(bool) | Manually gets a BufferLookup<T> object that can access a DynamicBuffer<T>. |
GetBufferTypeHandle<T>(bool) | Manually gets the run-time type information required to access an array of buffer components in a chunk. |
GetComponentDataFromEntity<T>(bool) | Obsolete. Use GetComponentLookup<T>(bool) instead. |
GetComponentLookup<T>(bool) | Manually gets a dictionary-like container containing all components of type T, keyed by Entity. |
GetComponentTypeHandle<T>(bool) | Manually gets the run-time type information required to access an array of component data in a chunk. |
GetDynamicComponentTypeHandle(ComponentType) | Manually gets the run-time type information required to access an array of component data in a chunk. |
GetDynamicSharedComponentTypeHandle(ComponentType) | Manually 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 type, if one exists; otherwise, creates a new query instance and caches it. |
GetEntityQuery(params ComponentType[]) | Gets the cached query for the specified component types, if one exists; otherwise, creates a new query instance and caches it. |
GetEntityQuery(in EntityQueryBuilder) | Create an entity query from a query description builder. |
GetEntityQuery(params EntityQueryDesc[]) | Combines an array of query description objects into a single query. |
GetEntityStorageInfoLookup() | Manually gets a dictionary-like container containing information about how entities are stored. |
GetEntityTypeHandle() | Manually gets the runtime type information required to access the array of Entity objects in a chunk. |
GetSharedComponentTypeHandle<T>() | Manually gets the run-time type information required to access a shared component data in a chunk. |
GetStorageInfoFromEntity() | Obsolete. Use GetEntityStorageInfoLookup() instead. |
RequireAnyForUpdate(NativeArray<EntityQuery>) | Provide a set of queries, one of which must match entities for the system to run. |
RequireAnyForUpdate(params EntityQuery[]) | Provide a set of queries, one of which must match entities for the system to run. |
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. |
RequireForUpdate<T>() | Require that a specific component exist for this system to run. Also includes any components added to a system. See SystemHandle for more info on that. |
RequireSingletonForUpdate<T>() | Obsolete. Use RequireForUpdate<T>() instead. |
ShouldRunSystem() | Reports whether this system satisfies the criteria to update. This function is used internally to determine whether the system's OnUpdate function can be skipped. |