IFamily

Undocumented in source.

Members

Functions

cleanUp
void cleanUp()

The family is about to be discarded. Clean up all properties as necessary. Usually, you will want to empty the NodeList at this time.

componentAddedToEntity
void componentAddedToEntity(Entity entity_a, ClassInfo class_a)

A component has been added to an entity. Test whether the entity's inclusion in this family's NodeList should be modified.

componentRemovedFromEntity
void componentRemovedFromEntity(Entity entity_a, ClassInfo class_a)

A component has been removed from an entity. Test whether the entity's inclusion in this family's NodeList should be modified.

newEntity
void newEntity(Entity entity_a)

An entity has been added to the engine. It may already have components so test the entity for inclusion in this family's NodeList.

nodeList
NodeList nodeList()

Returns the NodeList managed by this class. This should be a reference that remains valid always since it is retained and reused by Systems that use the list. i.e. never recreate the list, always modify it in place.

removeEntity
void removeEntity(Entity entity_a)

An entity has been removed from the engine. If it's in this family's NodeList it should be removed.

resetNode
void resetNode(Node node_a)

clean the node (reset component pointers)

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