public sealed class SystemAccessThe component types a system reads and the ones it writes — everything the runner needs to decide whether two systems may run at the same time.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Two systems conflict when one writes something the other touches. Read against read is not a conflict, which is what lets a dozen systems that all read WorldTransform run concurrently; write against anything is.
Fields and properties (4)
public static SystemAccess NoneAccess to nothing, which conflicts with nothing.
public IReadOnlyList<ComponentTypeId> ReadsThe component types read, including the ones written.
public IReadOnlyList<ComponentTypeId> WritesThe component types written.
public bool IsEmptyWhether this declares nothing, and so conflicts with nothing.
Methods (5)
public SystemAccess(IEnumerable<ComponentTypeId> reads, IEnumerable<ComponentTypeId> writes)Builds an access set.
public bool ConflictsWith(SystemAccess other)Whether two systems may not run at the same time.
public static SystemAccess FromAttributes(Type systemType)Reads the access a system type declares with attributes.
public static SystemAccess.Builder Declare()Declares access by naming component types, which registers them as it goes.
public override string ToString()Renders the two sets, which is what a system-graph dump shows.
Used by (46, showing 40)
- OrbitSystemEcsStressTest
- AnimationSystemVixen.Animation
- AudioSystemVixen.Audio
- BuilderVixen.Ecs
- CameraDirectorSystemVixen.Engine
- CameraExtractionSystemVixen.Rendering
- CharacterMovementSystemVixen.Physics
- ConstraintGizmoSystemVixen.Animation
- DebugDrawSystemVixen.Engine
- DiagnosticOverlaySystemVixen.Engine
- IDeclaredAccessVixen.Ecs
- LightExtractionSystemVixen.Rendering
- LocalPlayerSystemVixen.Net.Engine
- MeshExtractionSystemVixen.Rendering
- NavigationSystemVixen.Navigation
- NetworkAnimatorApplySystemVixen.Net.Animation
- NetworkAnimatorCaptureSystemVixen.Net.Animation
- NetworkAudioApplySystemVixen.Net.Audio
- NetworkAudioCaptureSystemVixen.Net.Audio
- NetworkBonesApplySystemVixen.Net.Animation
- NetworkBonesCaptureSystemVixen.Net.Animation
- NetworkRigidBodyCaptureSystemVixen.Net.Physics
- NetworkRigidBodyCorrectionSystemVixen.Net.Physics
- NetworkSpawnSystemVixen.Net.Engine
- NetworkTransformApplySystemVixen.Net.Engine
- NetworkTransformCaptureSystemVixen.Net.Engine
- PhysicsDebugDrawSystemVixen.Physics
- PhysicsInterpolationSystemVixen.Physics
- PhysicsSyncSystemVixen.Physics
- PhysicsWritebackSystemVixen.Physics
- PlayerInputQuantizeSystemVixen.Net.Engine
- PlayerInputSystemVixen.Engine
- PossessionSystemVixen.Engine
- PostProcessVolumeSystemVixen.Rendering
- PredictionSmoothingSystemVixen.Net.Engine
- ProgrammaticSystemVixen.Ecs.Tests
- RecorderVixen.Engine.Tests
- SkinningSystemVixen.Animation
- SystemGraphVixen.Ecs
- SystemNodeVixen.Ecs