Table of Contents

Class SubsystemBase

Namespace
Ceres.Gameplay
Assembly
Ceres.Gameplay.dll

Base class for subsystem, gameplay subsystem should not implement from this directly. See WorldSubsystem.

public abstract class SubsystemBase
Inheritance
SubsystemBase
Derived
Inherited Members

Constructors

SubsystemBase()

protected SubsystemBase()

Properties

IsActorsDirty

Buffered dirty flag when world actors changed

protected bool IsActorsDirty { get; set; }

Property Value

bool

IsDestroyed

Is system destroyed

protected bool IsDestroyed { get; }

Property Value

bool

IsInitialized

Is system initialized

protected bool IsInitialized { get; }

Property Value

bool

Methods

FixedTick()

public virtual void FixedTick()

GetActorsInWorld(List<Actor>)

Get all actors in world, readonly

protected void GetActorsInWorld(List<Actor> actors)

Parameters

actors List<Actor>

GetActorsNum()

Get actor num in world, readonly

protected int GetActorsNum()

Returns

int

GetWorld()

Get attached world

[ExecutableFunction]
public GameWorld GetWorld()

Returns

GameWorld

Initialize()

Subsystem initialize phase, should bind callbacks and collect references in this phase

protected virtual void Initialize()

Invoke_GetWorld(SubsystemBase)

[ExecutableFunction]
public static GameWorld Invoke_GetWorld(SubsystemBase value)

Parameters

value SubsystemBase

Returns

GameWorld

Release()

Subsystem release phase, should unbind callbacks and release references in this phase

protected virtual void Release()

Tick()

public virtual void Tick()