Files
RobustToolbox/Robust.Shared/GameObjects/IEntitySystem.cs
Pieter-Jan Briers 069ebbc8d0 Make disabled prediction work again.
Simulation input and Update() does not happen when prediction is disabled. Both of these can be re-opted in on a per-handler/system basis with a bool flag. Stuff like physics opts out of this now.
2021-12-30 03:03:39 +01:00

42 lines
1.4 KiB
C#

using System;
using System.Collections.Generic;
using JetBrains.Annotations;
namespace Robust.Shared.GameObjects
{
/// <summary>
/// A subsystem that acts on all components of a type at once.
/// Entity systems are similar to TGstation13 subsystems.
/// They have a set of entities to run over and run every once in a while.
/// They get managed by an <see cref="IEntitySystemManager" />.
/// </summary>
[UsedImplicitly(ImplicitUseTargetFlags.WithInheritors)]
public interface IEntitySystem : IEntityEventSubscriber
{
IEnumerable<Type> UpdatesAfter { get; }
IEnumerable<Type> UpdatesBefore { get; }
/// <summary>
/// If prediction is disabled on the client, <see cref="Update"/> will not be ran unless this flag is set.
/// </summary>
bool UpdatesOutsidePrediction { get; }
/// <summary>
/// Called once when the system is created to initialize its state.
/// </summary>
void Initialize();
/// <summary>
/// Called once before the system is destroyed so that the system can clean up.
/// </summary>
void Shutdown();
/// <summary>
/// Called once per frame/tick to update the system.
/// </summary>
/// <param name="frameTime">Delta time since Update() was last called.</param>
void Update(float frameTime);
void FrameUpdate(float frameTime);
}
}