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System types
Adrian Papari edited this page May 3, 2016
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Use these to Create your own systems and managers.
Class | Extend when you want to |
---|---|
int | |
IteratingSystem | Process a subset of entities each tick. |
BaseEntitySystem | Tracks a subset of entities, but does not implement any sorting or iteration. |
IntervalIteratingSystem | Process a subset of entities every x ticks. |
DelayedIteratingSystem | Track cooldown per entity, processing entity when its timer runs out. |
Entity | |
EntityProcessingSystem | Process a subset of entities each tick. |
EntitySystem | Tracks a subset of entities, but does not implement any sorting or iteration. |
IntervalEntityProcessingSystem | Process a subset of entities every x ticks. |
DelayedEntityProcessingSystem | Track cooldown per entity, processing entity when its timer runs out. |
other | |
BaseSystem | A completely customizable system or manager. |
Manager | Provided for compatibility with artemis clones. Use BaseSystem instead. |
Managers are Basic systems that sit on the sidelines and help you resolve, manage and organize. They are mostly reactive or passive. In odb managers are treated as systems.
Class | Function |
---|---|
Default [*] | |
ComponentManager | Component lifecycle |
EntityManager | Entity lifecycle and composition |
AspectSubscriptionManager | Active Aspect matching entity subscription lists. |
EntityLinkManager | Optional, manages relationships between entities |
Optional (Legacy) | |
GroupManager | track group membership of entities |
TagManager | give entities a unique name |
TeamManager | player membership of teams |
PlayerManager | player ownership of entities |
UuidEntityManager | Provide entities with a UUID |
[*] Added to your World automatically.
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