SDK/System: Add possibility to disable systems without destroying them
Former-commit-id: d72fc2252c8c55e0ef93aa28592fdf734e187d64 [formerly 84c57abb22494dbc67a02db65dc39e282fab0ec3] [formerly 4b302cfc908f0ddfa45facdf707199a1a41a98d1 [formerly a971f3d0eb400aabe9695613ca63672b0dbaeec2]] Former-commit-id: 3e03a4cd321c860dd3e264302839c5eb05bd2a85 [formerly 7db586c2246267f71fd54f4feb2c0b911e8c6387] Former-commit-id: aa53d5f6f7ca2428d9a76b6e4e1b6785ce4b1c1f
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@@ -27,6 +27,8 @@ namespace Ndk
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BaseSystem(BaseSystem&&) noexcept = default;
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virtual ~BaseSystem();
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inline void Enable(bool enable = true);
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virtual BaseSystem* Clone() const = 0;
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bool Filters(const Entity* entity) const;
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@@ -36,6 +38,8 @@ namespace Ndk
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inline float GetUpdateRate() const;
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inline World& GetWorld() const;
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inline bool IsEnabled() const;
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inline bool HasEntity(const Entity* entity) const;
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inline void SetUpdateRate(float updatePerSecond);
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@@ -86,6 +90,7 @@ namespace Ndk
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Nz::Bitset<> m_requiredComponents;
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SystemIndex m_systemIndex;
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World* m_world;
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bool m_updateEnabled;
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float m_updateCounter;
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float m_updateRate;
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