Class ManageComponentSystem
Timeline system that manages the existing of component data on the target object. Timeline clip entities can contain a ManageComponent which specifies upto 4 component types that a bound object is required to have while the clips are active.
This system will make sure the components are properly added and removed as timeline clips become active and inactive.
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
[ExecuteAlways]
public class ManageComponentSystem : SystemBase
Methods
OnCreate()
Declaration
protected override void OnCreate()
Overrides
OnDestroy()
Declaration
protected override void OnDestroy()
Overrides
OnUpdate()
Declaration
protected override void OnUpdate()