|
|
| CollisionRenderSystem (SpriteBatch spriteBatch) |
| |
| | 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...
|
| |
|
| override void | Process (Entity entity) |
| | Executes this systems logic on a single entity More...
|
| |
| 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...
|
| |
§ Process()
| override void MB2D.Testing.CollisionRenderSystem.Process |
( |
Entity |
entity | ) |
|
|
inlineprotectedvirtual |
The documentation for this class was generated from the following file:
- MB2D/src/Test/CollisionRenderSystem.cs