abstract class Entitas::ReactiveSystem
- Entitas::ReactiveSystem
- Reference
- Object
Overview
A Entitas::ReactiveSystem
calls Execute(entities) if there were changes based on
the specified Entitas::Collector
and will only pass in changed entities.
A common use-case is to react to changes, e.g. a change of the position
of an entity to update the gameObject.transform.position
of the related gameObject.
Included Modules
Defined in:
entitas/reactive_system.crConstant Summary
-
Log =
::Log.for(self)
Constructors
Instance Method Summary
-
#activate
Activates the
ReactiveSystem
and starts observing changes based on the specifiedCollector
. -
#clear
Clears all accumulated changes.
-
#deactivate
Deactivates the
ReactiveSystem
. - #execute(entities : Array(Entitas::IEntity))
- #execute : Nil
-
#filter(entity)
This will exclude all entities which don't pass the filter.
-
#get_trigger(context : Entitas::Context) : ICollector
Specify the collector that will trigger the ReactiveSystem.
- #to_s(io)
Instance methods inherited from module Entitas::Systems::ReactiveSystem
activate
activate,
clear
clear,
deactivate
deactivate
Instance methods inherited from module Entitas::Systems::ExecuteSystem
execute
execute
Instance methods inherited from module Entitas::System
to_json(json : JSON::Builder)
to_json
Instance methods inherited from module Entitas::System
to_json(json : JSON::Builder)
to_json
Constructor Detail
Instance Method Detail
Activates the ReactiveSystem
and starts observing changes
based on the specified Collector
.
ReactiveSystem
are activated by default.
Deactivates the ReactiveSystem
.
No changes will be tracked while deactivated.
This will also clear the ReactiveSystem
.
ReactiveSystem
are activated by default.
Specify the collector that will trigger the ReactiveSystem.