Nui Engine
A game engine framework
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ECS system that handles updating transform components. More...
#include <TransformSystem.h>
Public Member Functions | |
virtual void | OnInit (ECS::Context *ctx) override |
Initializes the system and subscribes to events. | |
virtual void | OnUpdate (ECS::Context *ctx, const F64 dt) override |
Updates the system. | |
virtual void | OnShutdown (ECS::Context *ctx) override |
Shuts down the system and unsubscribes from events. | |
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virtual | ~SystemBase ()=default |
Default virtual destructor. | |
bool | IsEnabled () const noexcept |
Check if the system is enabled. | |
void | SetIsEnabled (bool enabled) noexcept |
Set if the system is enabled. | |
ECS system that handles updating transform components.
This system adds the Transform
component to every entity on creation and recalculates the world matrix
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overridevirtual |
Initializes the system and subscribes to events.
ctx | Pointer to the ECS Context |
Reimplemented from Nui::ECS::SystemBase.
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overridevirtual |
Shuts down the system and unsubscribes from events.
ctx | Pointer to the ECS Context |
Reimplemented from Nui::ECS::SystemBase.
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overridevirtual |
Updates the system.
ctx | Pointer to the ECS Context |
dt | Delta time |
Reimplemented from Nui::ECS::SystemBase.