Class SubsystemBase
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
IsDestroyed
Is system destroyed
protected bool IsDestroyed { get; }
Property Value
IsInitialized
Is system initialized
protected bool IsInitialized { get; }
Property Value
Methods
FixedTick()
public virtual void FixedTick()
GetActorsInWorld(List<Actor>)
Get all actors in world, readonly
protected void GetActorsInWorld(List<Actor> actors)
Parameters
GetActorsNum()
Get actor num in world, readonly
protected int GetActorsNum()
Returns
GetWorld()
Get attached world
[ExecutableFunction]
public GameWorld GetWorld()
Returns
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
valueSubsystemBase
Returns
Release()
Subsystem release phase, should unbind callbacks and release references in this phase
protected virtual void Release()
Tick()
public virtual void Tick()