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CoriEngine
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#include <System.hpp>


Public Member Functions | |
| virtual | ~System ()=default |
| System (const System &)=delete | |
| System & | operator= (const System &)=delete |
| System (System &&)=delete | |
| System & | operator= (System &&)=delete |
| virtual void | OnUpdate (Core::GameTimer &gameTimer) |
| virtual void | OnTickUpdate (Core::GameTimer &gameTimer) |
| virtual void | OnImGuiRender (Core::GameTimer &gameTimer) |
Protected Member Functions | |
| System ()=default | |
Protected Attributes | |
| SceneHandle | m_Owner { nullptr } |
System part of ECS.
Systems are a crucial part of the world and scene, I'm not going to describe what systems are in an ECS scope, you can google that.
In Cori, you can register, unregister systems for the scene, a scene can only have one instance of a particular system.
Systems can have a specific priority to them, that way you can control what systems are updated first.
To define a system you need to:
1: Derive from this class.
2: Create a method 'Create' that can take any amount of arguments and returns a bool. If 'Create' returns false the system will not be registered for the scene.
3: A static public member of type 'SystemPriority' named 'Priority'
Definition at line 22 of file System.hpp.
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virtualdefault |
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delete |

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delete |

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protecteddefault |
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inlinevirtual |
Definition at line 35 of file System.hpp.
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inlinevirtual |
Reimplemented in Cori::World::Systems::Animation, Cori::World::Systems::PhysicsSystem, Cori::World::Systems::StateMachine, and Cori::World::Systems::Trigger.
Definition at line 33 of file System.hpp.
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inlinevirtual |
Reimplemented in Cori::World::Systems::Transform.
Definition at line 31 of file System.hpp.


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protected |
Definition at line 38 of file System.hpp.