Dart DocumentationdartemisVoidEntitySystem

VoidEntitySystem abstract class

This system has an empty aspect so it processes no entities, but it still gets invoked. You can use this system if you need to execute some game logic and not have to concern yourself about aspects or entities.

abstract class VoidEntitySystem extends EntitySystem {

 VoidEntitySystem() : super(Aspect.getEmpty());

 void processEntities(ReadOnlyBag<Entity> entities) => processSystem();

 void processSystem();

 bool checkProcessing() => true;
}

Extends

EntitySystem > VoidEntitySystem

Constructors

new VoidEntitySystem() #

VoidEntitySystem() : super(Aspect.getEmpty());

Properties

final passive #

inherited from EntitySystem
get passive => _passive;

World world #

inherited from EntitySystem
World world

Methods

void added(Entity e) #

inherited from EntitySystem
void added(Entity e) => _check(e);

void begin() #

inherited from EntitySystem

Called before processing of entities begins.

void begin() {}

void changed(Entity e) #

inherited from EntitySystem
void changed(Entity e) => _check(e);

bool checkProcessing() #

Returns true if the system should be processed, false if not.

docs inherited from EntitySystem
bool checkProcessing() => true;

void deleted(Entity e) #

inherited from EntitySystem
void deleted(Entity e) {
 if (_contains(e)) {
   _removeFromSystem(e);
 }
}

void disabled(Entity e) #

inherited from EntitySystem
void disabled(Entity e) {
 if (_contains(e)) {
   _removeFromSystem(e);
 }
}

void enabled(Entity e) #

inherited from EntitySystem
void enabled(Entity e) => _check(e);

void end() #

inherited from EntitySystem

Called after the processing of entities ends.

void end() {}

void initialize() #

inherited from EntitySystem

Override to implement code that gets executed when systems are initialized.

void initialize() {}

void inserted(Entity entity) #

inherited from EntitySystem

Called if the system has received an entity it is interested in, e.g. created or a component was added to it.

void inserted(Entity entity) {}

void process() #

inherited from EntitySystem

This is the only method that is supposed to be called from outside the library,

void process() {
 if(checkProcessing()) {
   begin();
   processEntities(_actives.readOnly);
   end();
 }
}

void processEntities(ReadOnlyBag<Entity> entities) #

Any implementing entity system must implement this method and the logic to process the given entities of the system.

docs inherited from EntitySystem
void processEntities(ReadOnlyBag<Entity> entities) => processSystem();

abstract void processSystem() #

void removed(Entity entity) #

inherited from EntitySystem

Called if an entity was removed from this system, e.g. deleted or had one of it's components removed.

void removed(Entity entity) {}