Auki::ConjureKit::ECS::PoseSystem
Inherits from Auki.ConjureKit.ECS.SystemBase, Auki.ConjureKit.ECS.IPoseSystem, Auki.ConjureKit.ECS.ISystem
Public Events
Name | |
---|---|
Action< Entity > | OnEntityUpdatePose() |
Public Functions
Name | |
---|---|
void | SetParticipantPoseUpdatesPerSecond(int participantPoseUpdatesPerSecond) Sets the amount of times the participant's pose should be updated per second. |
int | GetParticipantPoseUpdatesPerSecond() |
void | AddEntityPose(uint entityId, Pose pose, Action onComplete, Action< string > onError) Adds a Pose to an existing entity. This will attach a new component of auki.pose to the given entity. entityIdThe ID of the entity to which the Pose will be added. poseThe Pose to add to the entity. onCompleteAn action to execute upon successful completion. onErrorAn action to execute if an error occurs during the operation. |
bool | UpdateEntityPose(uint entityId, Pose pose) Tries to update the Pose of an existing entity. entityIdThe ID of the entity to update the Pose for. poseThe new Pose to set for the entity. False if the entity does not exist or if the entity does not have an auki.pose component attached. |
Pose | GetEntityPose(uint entityId) Queries the Pose of a specific entity. entityIdThe ID of the entity for which to retrieve the Pose. The entity's Pose if the entity has an auki.pose component attached; otherwise, returns a default Pose. |
Pose | GetEntityPose(Entity entity) Queries the Pose of a specific entity. the entity Pose, ff entity has an auki.pose component attached. |
override string[] | GetComponentTypeNames() Will be invoked by ConjureKit and has to return an array of all component type names that the System will use. Array of component type names |
override void | Update(IReadOnlyList<(EntityComponent component, bool localChange)> updated) Invoked by ConjureKit when EntityComponents are altered. updatedList of pairs of the form (EntityComponent, bool) in chronological order of updated EntityComponents since the last invocation of the same function, possibly containing the same Component on the same Entity several times. The boolean indicates whether the change to the EntityComponent was effected by the local participant (true) or by a remote participant (false). |
override void | Delete(IReadOnlyList<(EntityComponent component, bool localChange)> deleted) Invoked by ConjureKit when EntityComponent are removed. deletedList of pairs of the form (EntityComponent, bool) in chronological order of deleted EntityComponents. The boolean indicates whether the deletion was performed by the local participant (true) or by a remote participant (false). |
Public Attributes
Name | |
---|---|
const string | AUKI_SYSTEM_POSE_COMPONENT_NAME Component type used by PoseSystem. |
Additional inherited members
Protected Functions inherited from Auki.ConjureKit.ECS.SystemBase
Name | |
---|---|
SystemBase(Session session) System constructor with session instance. |
Protected Attributes inherited from Auki.ConjureKit.ECS.SystemBase
Name | |
---|---|
readonly Session | _session Session instance used by the system. |
Public Events Documentation
event OnEntityUpdatePose
Action< Entity > OnEntityUpdatePose()
Public Functions Documentation
function SetParticipantPoseUpdatesPerSecond
void SetParticipantPoseUpdatesPerSecond(
int participantPoseUpdatesPerSecond
)
Sets the amount of times the participant's pose should be updated per second.
function GetParticipantPoseUpdatesPerSecond
int GetParticipantPoseUpdatesPerSecond()
Return: The amount of times the participant's pose updates per second.
function AddEntityPose
void AddEntityPose(
uint entityId,
Pose pose,
Action onComplete,
Action< string > onError
)
Adds a Pose to an existing entity. This will attach a new component of auki.pose
to the given entity. entityIdThe ID of the entity to which the Pose will be added. poseThe Pose to add to the entity. onCompleteAn action to execute upon successful completion. onErrorAn action to execute if an error occurs during the operation.
Reimplements: Auki::ConjureKit::ECS::IPoseSystem::AddEntityPose
function UpdateEntityPose
bool UpdateEntityPose(
uint entityId,
Pose pose
)
Tries to update the Pose of an existing entity. entityIdThe ID of the entity to update the Pose for. poseThe new Pose to set for the entity. False if the entity does not exist or if the entity does not have an auki.pose
component attached.
Reimplements: Auki::ConjureKit::ECS::IPoseSystem::UpdateEntityPose
function GetEntityPose
Pose GetEntityPose(
uint entityId
)
Queries the Pose of a specific entity. entityIdThe ID of the entity for which to retrieve the Pose. The entity's Pose if the entity has an auki.pose
component attached; otherwise, returns a default Pose.
Reimplements: Auki::ConjureKit::ECS::IPoseSystem::GetEntityPose
function GetEntityPose
Pose GetEntityPose(
Entity entity
)
Queries the Pose of a specific entity. the entity Pose, ff entity has an auki.pose
component attached.
Reimplements: Auki::ConjureKit::ECS::IPoseSystem::GetEntityPose
function GetComponentTypeNames
override string[] GetComponentTypeNames()
Will be invoked by ConjureKit and has to return an array of all component type names that the System will use. Array of component type names
Reimplements: Auki::ConjureKit::ECS::ISystem::GetComponentTypeNames
function Update
override void Update(
IReadOnlyList<(EntityComponent component, bool localChange)> updated
)
Invoked by ConjureKit when EntityComponents are altered. updatedList of pairs of the form (EntityComponent, bool) in chronological order of updated EntityComponents since the last invocation of the same function, possibly containing the same Component on the same Entity several times. The boolean indicates whether the change to the EntityComponent was effected by the local participant (true) or by a remote participant (false).
Reimplements: Auki::ConjureKit::ECS::ISystem::Update
function Delete
override void Delete(
IReadOnlyList<(EntityComponent component, bool localChange)> deleted
)
Invoked by ConjureKit when EntityComponent are removed. deletedList of pairs of the form (EntityComponent, bool) in chronological order of deleted EntityComponents. The boolean indicates whether the deletion was performed by the local participant (true) or by a remote participant (false).
Reimplements: Auki::ConjureKit::ECS::ISystem::Delete
Public Attributes Documentation
variable AUKI_SYSTEM_POSE_COMPONENT_NAME
static const string AUKI_SYSTEM_POSE_COMPONENT_NAME = "auki.pose";
Component type used by PoseSystem.