Komodo Engine
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Manages all Komodo.Core.ECS.Components.BehaviorComponent objects. More...
Properties | |
List< BehaviorComponent > | Components [get] |
All tracked Komodo.Core.ECS.Components.BehaviorComponent objects. More... | |
Dictionary< Guid, Entity > | Entities [get, set] |
All tracked Komodo.Core.ECS.Entities.Entity objects. More... | |
Game | Game [get] |
Reference to current Komodo.Core.Game instance. More... | |
bool | IsInitialized [get] |
Whether or not the BehaviorSystem has called Initialize(). More... | |
Properties inherited from Komodo.Core.ECS.Systems.ISystem< BehaviorComponent > | |
List< T > | Components [get] |
All tracked T objects. More... | |
Dictionary< Guid, Entity > | Entities [get, set] |
All tracked Komodo.Core.ECS.Entities.Entity objects. More... | |
Game | Game [get] |
Reference to current Komodo.Core.Game instance. More... | |
bool | IsInitialized [get] |
Whether or not the ISystem has called Initialize(). More... | |
Manages all Komodo.Core.ECS.Components.BehaviorComponent objects.
bool Komodo.Core.ECS.Systems.BehaviorSystem.AddEntity | ( | [NotNull] Entity | entityToAdd | ) |
Adds a Komodo.Core.ECS.Entities.Entity to the BehaviorSystem if the Komodo.Core.ECS.Entities.Entity is not already present.
entityToAdd | Komodo.Core.ECS.Entities.Entity to add. |
void Komodo.Core.ECS.Systems.BehaviorSystem.ClearEntities | ( | ) |
Removes all Komodo.Core.ECS.Entities.Entity objects from the BehaviorSystem.
void Komodo.Core.ECS.Systems.BehaviorSystem.Initialize | ( | ) |
Initializes the BehaviorSystem and all tracked Komodo.Core.ECS.Components.BehaviorComponent objects.
void Komodo.Core.ECS.Systems.BehaviorSystem.PostUpdate | ( | GameTime | _ | ) |
Runs any operations needed at the end of the Komodo.Core.Game.Update(GameTime) loop.
Will initialize any new uninitialized Komodo.Core.ECS.Components.BehaviorComponent objects.
_ | Time passed since last Komodo.Core.Game.Update(GameTime). |
void Komodo.Core.ECS.Systems.BehaviorSystem.PreUpdate | ( | GameTime | _ | ) |
Runs any operations needed at the beginning of the Komodo.Core.Game.Update(GameTime) loop.
Will initialize any new uninitialized Komodo.Core.ECS.Components.BehaviorComponent objects.
_ | Time passed since last Komodo.Core.Game.Update(GameTime). |
bool Komodo.Core.ECS.Systems.BehaviorSystem.RemoveEntity | ( | Entity | entityToRemove | ) |
Removes a Komodo.Core.ECS.Entities.Entity from the BehaviorSystem, including all the Komodo.Core.ECS.Entities.Entity's Komodo.Core.ECS.Components.BehaviorComponent objects.
entityToRemove | Komodo.Core.ECS.Entities.Entity to remove. |
bool Komodo.Core.ECS.Systems.BehaviorSystem.RemoveEntity | ( | Guid | entityID | ) |
Removes a Komodo.Core.ECS.Entities.Entity from the BehaviorSystem, including all the Komodo.Core.ECS.Entities.Entity's Komodo.Core.ECS.Components.BehaviorComponent objects.
entityID | Unique identifier for the Komodo.Core.ECS.Entities.Entity. |
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All tracked Komodo.Core.ECS.Components.BehaviorComponent objects.
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getset |
All tracked Komodo.Core.ECS.Entities.Entity objects.
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Reference to current Komodo.Core.Game instance.
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Whether or not the BehaviorSystem has called Initialize().