SDK/System: Add possibility to disable systems without destroying them
Former-commit-id: 7f5c006d80ba2e7f0babf67c908216b9ca190c70 [formerly 66eab17e82f0cbe6ff89506096573ffd33ccf241] [formerly fadc95f707e00f1cfc9542c7b5aca2e1643aaeec [formerly 8f0f812c57785cad50bd0977c3c592e42b79c5a7]] Former-commit-id: 07a07da0bc9436fa7035e8265c7a2f4aaec26ef2 [formerly e577306b868cdf3186f1c417c7396d237fb9a08b] Former-commit-id: 5bd70063f389a01d704f484350b48fe0674f4b7e
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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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