Class DefaultVariantSystemBase
DefaultVariantSystemBase is an abstract base class that should be used to update the default variants in
GhostComponentSerializerCollectionData, which contains what serialization variant to use
(GhostComponentVariationAttribute) for certain type.
A concrete implementation must implement the RegisterDefaultVariants(Dictionary<ComponentType, Rule>) method and add to the dictionary
the desired type-variant pairs.
The system must (and will be) created in both runtime and baking worlds. During baking, in particular,
the GhostComponentSerializerCollectionSystemGroup is used by the `GhostAuthoringBakingSystem` to configure the ghost
prefabs meta-data with the defaults values.
The abstract base class already has the correct flags / update in world attributes set.
It is not necessary for the concrete implementation to specify the flags, nor the Unity.Entities.WorldSystemFilterAttribute.
CREATION FLOW
All the default variant systems must be created after the GhostComponentSerializerCollectionSystemGroup (that is responsible
to create the the default ghost variant mapping singleton). The `DefaultVariantSystemBase` already has the the correct Unity.Entities.CreateAfterAttribute
set, and it is not necessary for the sub-class to add the explicitly add/set this creation order again.
Inheritance
ComponentSystemBase
SystemBase
DefaultVariantSystemBase
Inherited Members
SystemBase.Dependency
SystemBase.CheckedStateRef
SystemBase.CompleteDependency()
SystemBase.Entities
SystemBase.Job
SystemBase.Update()
SystemBase.GetComponent<T>(Entity)
SystemBase.SetComponent<T>(Entity, T)
SystemBase.HasComponent<T>(Entity)
SystemBase.HasBuffer<T>(Entity)
SystemBase.GetEntityStorageInfoLookup()
SystemBase.GetStorageInfoFromEntity()
SystemBase.Exists(Entity)
ComponentSystemBase.Enabled
ComponentSystemBase.EntityQueries
ComponentSystemBase.GlobalSystemVersion
ComponentSystemBase.LastSystemVersion
ComponentSystemBase.EntityManager
ComponentSystemBase.World
ComponentSystemBase.SystemHandle
ComponentSystemBase.SystemHandleUntyped
ComponentSystemBase.Time
ComponentSystemBase.WorldUpdateAllocator
ComponentSystemBase.ShouldRunSystem()
ComponentSystemBase.GetDynamicComponentTypeHandle(ComponentType)
ComponentSystemBase.GetSharedComponentTypeHandle<T>()
ComponentSystemBase.GetDynamicSharedComponentTypeHandle(ComponentType)
ComponentSystemBase.GetEntityTypeHandle()
ComponentSystemBase.RequireForUpdate(EntityQuery)
ComponentSystemBase.RequireAnyForUpdate(params EntityQuery[])
ComponentSystemBase.RequireForUpdate<T>()
ComponentSystemBase.RequireSingletonForUpdate<T>()
ComponentSystemBase.HasSingleton<T>()
ComponentSystemBase.GetSingleton<T>()
ComponentSystemBase.GetSingletonRW<T>()
ComponentSystemBase.TryGetSingleton<T>(out T)
ComponentSystemBase.TryGetSingletonBuffer<T>(out DynamicBuffer<T>)
ComponentSystemBase.SetSingleton<T>(T)
ComponentSystemBase.GetSingletonEntity<T>()
ComponentSystemBase.TryGetSingletonEntity<T>(out Entity)
ComponentSystemBase.GetEntityQuery(params ComponentType[])
ComponentSystemBase.GetEntityQuery(params EntityQueryDesc[])
ComponentSystemBase.GetEntityQuery(in EntityQueryBuilder)
Assembly: Unity.NetCode.dll
Syntax
[WorldSystemFilter(WorldSystemFilterFlags.BakingSystem|WorldSystemFilterFlags.ServerSimulation|WorldSystemFilterFlags.ClientSimulation|WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.Default)]
[CreateAfter(typeof(GhostComponentSerializerCollectionSystemGroup))]
[CreateBefore(typeof(DefaultVariantSystemGroup))]
[UpdateInGroup(typeof(DefaultVariantSystemGroup))]
public abstract class DefaultVariantSystemBase : SystemBase
Methods
RegisterDefaultVariants(Dictionary<ComponentType, Rule>)
Declaration
protected abstract void RegisterDefaultVariants(Dictionary<ComponentType, DefaultVariantSystemBase.Rule> defaultVariants)
Parameters
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