MockSystem

Undocumented in source.
class MockSystem : System {}

Members

Variables

dummy
float dummy;
Undocumented in source.

Inherited Members

From System

mPrevious
System mPrevious;

Used internally to manage the list of systems within the engine. The previous system in the list.

mNext
System mNext;

Used internally to manage the list of systems within the engine. The next system in the list.

mPriority
int mPriority;

Used internally to hold the priority of this system within the system list. This is used to order the systems so they are updated in the correct order.

mType
ClassInfo mType;

Used internally to hold the type of the system

next
System next [@property getter]
Undocumented in source. Be warned that the author may not have intended to support it.
next
System next [@property setter]
Undocumented in source. Be warned that the author may not have intended to support it.
previous
System previous [@property getter]
Undocumented in source. Be warned that the author may not have intended to support it.
previous
System previous [@property setter]
Undocumented in source. Be warned that the author may not have intended to support it.
priority
int priority [@property getter]
Undocumented in source. Be warned that the author may not have intended to support it.
priority
int priority [@property setter]
Undocumented in source. Be warned that the author may not have intended to support it.
type
ClassInfo type [@property getter]
Undocumented in source. Be warned that the author may not have intended to support it.
type
ClassInfo type [@property setter]
Undocumented in source. Be warned that the author may not have intended to support it.
addToEngine
void addToEngine(IEngine engine_a)

Called just after the system is added to the engine, before any calls to the update method. Override this method to add your own functionality.

removeFromEngine
void removeFromEngine(IEngine engine_a)

Called just after the system is removed from the engine, after all calls to the update method. Override this method to add your own functionality.

update
void update(Duration time_a)

After the system is added to the engine, this method is called every frame until the system is removed from the engine. Override this method to add your own functionality.

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