Class ManageBufferElementSystem<T>
A generic system that moves items from clips to buffer elements on the target entities
Inherited Members
Unity.Entities.SystemBase.OnCreateForCompiler()
Unity.Entities.ComponentSystemBase.GetArchetypeChunkComponentType<T>(System.Boolean)
Unity.Entities.ComponentSystemBase.GetArchetypeChunkComponentTypeDynamic(Unity.Entities.ComponentType)
Unity.Entities.ComponentSystemBase.GetArchetypeChunkBufferType<T>(System.Boolean)
Unity.Entities.ComponentSystemBase.GetArchetypeChunkSharedComponentType<T>()
Unity.Entities.ComponentSystemBase.GetArchetypeChunkEntityType()
Namespace: Unity.Timeline
Syntax
public class ManageBufferElementSystem<T> : SystemBase where T : struct, IBufferElementData, IEquatable<T>
Type Parameters
Name | Description |
---|---|
T |
Remarks
To use this system, implement a buffer element type that implements IEquatable e.g. struct MyBufferElement : IBufferElement, IEquatable-MyBufferElement- { public int Value; }
then register a generic type for the component [assembly: RegisterGenericComponentType(typeof(Unity.Timeline.ManageBufferElement[Unity.Timeline.Tests.MyBufferElement]))]
and make an override of the system and add the execute always [ExecuteAlways] class MyBufferElementSystem : ManageBufferElementSystem[MyBufferElement] {}
Methods
OnCreate()
Declaration
protected override void OnCreate()
Overrides
OnDestroy()
Declaration
protected override void OnDestroy()
Overrides
OnUpdate()
Declaration
protected override void OnUpdate()