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| CollisionRenderSystem (SpriteBatch spriteBatch) |
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| 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...
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void | Run () |
| Runs this systems Process() method on all entities More...
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void | AssociateEntity (Entity entity) |
| Associates a new entity with this system. More...
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void | RemoveAssociation (Entity entity) |
| Decouples an association with this system More...
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override void | Process (Entity entity) |
| Executes this systems logic on a single entity More...
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virtual void | ProcessingLoop () |
| Executes Process() on all AssociatedEntities. More...
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void | Destroy (Entity entity) |
| Adds the specific entity to the destroy list to be cleaned up the next time a system is run More...
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virtual void | PreProcess () |
| Used to setup any data needed before processing all entities, such as sorting a list ahead of time More...
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virtual void | PostProcess () |
| Used to cleanup or execute any teardown logic needed More...
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virtual void | PostAssociate (Entity entity) |
| Used to define any logic or extra data needed after an entity is associated with the system. More...
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§ Process()
override void MB2D.Testing.CollisionRenderSystem.Process |
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Entity |
entity | ) |
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inlineprotectedvirtual |
The documentation for this class was generated from the following file:
- MB2D/src/Test/CollisionRenderSystem.cs