Class SystemBase
Inherited Members
Namespace: Unity.Entities
Assembly: Unity.Entities.dll
Syntax
[RequireDerived]
public abstract class SystemBase : ComponentSystemBase
Properties
| Name | Description |
|---|---|
| CheckedStateRef | The SystemState for this SystemBase. |
| Dependency | The ECS-related data dependencies of the system. |
Methods
| Name | Description |
|---|---|
| CompleteDependency() | Completes job handles registered with this system. See Dependency for more information. |
| Exists(Entity) | Checks if the entity exists inside this system's EntityManager. |
| GetBufferFromEntity<T>(bool) | Obsolete. Use GetBufferLookup<T>(bool) instead. |
| GetBufferLookup<T>(bool) | Manually gets a BufferLookup<T> object that can access a DynamicBuffer<T>. |
| GetBuffer<T>(Entity, bool) | Gets the dynamic buffer of an entity. |
| 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. |
| GetComponent<T>(Entity) | Look up the value of a component for an entity. |
| GetEntityStorageInfoLookup() | Manually gets an EntityStorageInfoLookup object that can access a EntityStorageInfo. |
| GetStorageInfoFromEntity() | Obsolete. Use GetEntityStorageInfoLookup() instead. |
| HasBuffer<T>(Entity) | Checks whether an entity has a dynamic buffer of a specific IBufferElementData type. |
| HasComponent<T>(Entity) | Checks whether an entity has a specific type of component. |
| OnUpdate() | Implement |
| SetComponent<T>(Entity, T) | Sets the value of a component of an entity. |
| Update() | Update the system manually. |