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Midnight Blue Game and Engine
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Processes physics changes for a given entity More...


Public Member Functions | |
| PhysicsSystem () | |
| Initializes a new instance of the T:MB2D.EntityComponent.PhysicsSystem class. More... | |
Public Member Functions inherited from MB2D.EntityComponent.EntitySystem | |
| EntitySystem (params Type[] components) | |
| Initializes a new instance of the T:MB2D.EntityComponent.EntitySystem class. Checks if the passed in types are valid components and if not, all components are deregistered leaving a system that knows about nothing and can't operate on any entities. More... | |
| void | Run () |
| Runs this systems Process() method on all entities More... | |
| void | AssociateEntity (Entity entity) |
| Associates a new entity with this system. More... | |
| void | RemoveAssociation (Entity entity) |
| Decouples an association with this system More... | |
Protected Member Functions | |
| override void | Process (Entity entity) |
| Updates the entities movement and velocity values based on the current physics environment More... | |
Protected Member Functions inherited from MB2D.EntityComponent.EntitySystem | |
| virtual void | ProcessingLoop () |
| Executes Process() on all AssociatedEntities. More... | |
| void | Destroy (Entity entity) |
| Adds the specific entity to the destroy list to be cleaned up the next time a system is run More... | |
| virtual void | PreProcess () |
| Used to setup any data needed before processing all entities, such as sorting a list ahead of time More... | |
| virtual void | PostProcess () |
| Used to cleanup or execute any teardown logic needed More... | |
| virtual void | PostAssociate (Entity entity) |
| Used to define any logic or extra data needed after an entity is associated with the system. More... | |
Properties | |
| PhysicsEnvironment | Environment [get, set] |
| Gets or sets the current physics environment. More... | |
Properties inherited from MB2D.EntityComponent.EntitySystem | |
| List< Entity > | AssociatedEntities [get, set] |
| Gets or sets the associated entities list. More... | |
| List< Type > | ValidComponents [get] |
| Gets the list of components this system is interested in More... | |
| ulong | ID [get, set] |
| Gets or sets this systems ID mask More... | |
| List< Entity > | DestroyList [get] |
| Gets the destroy list. More... | |
| EntityAssociation | Association [get] |
| Gets the systems association level. More... | |
Additional Inherited Members | |
Protected Attributes inherited from MB2D.EntityComponent.EntitySystem | |
| Dictionary< ulong, Entity > | _idEntityMap |
| All GUID's of entities this system knows about More... | |
| EntityAssociation | _associationType |
| Defines if this system should be Loose or Strict More... | |
Processes physics changes for a given entity
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inline |
Initializes a new instance of the T:MB2D.EntityComponent.PhysicsSystem class.
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inlineprotectedvirtual |
Updates the entities movement and velocity values based on the current physics environment
| entity | Entity to process. |
Implements MB2D.EntityComponent.EntitySystem.
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getset |
Gets or sets the current physics environment.
The environment.
1.8.12