systemManager.findSystem<SceneObjectSystem>().getSceneObject(myEntity)?.thenAccept { so -> so.addInputListener(myInputListener) }
class SceneObjectSystem : SystemBase
SceneObjectSystem
()
|
Signature
constructor() Returns |
executeCount
: Long
[Get] |
The number of times the system has been executed.
Signature
var executeCount: Long |
systemManager
: SystemManager
[Get][Set] |
The system manager that this system is associated with.
Signature
lateinit var systemManager: SystemManager |
addSceneObject
(
entity
, sceneObjectFuture
)
|
Adds a SceneObject future to the registry to allow other systems to get the SceneObject associated with the entity. The future is expected to be completed by the caller once the SceneObject is done loading.
Signature
fun addSceneObject(entity: Entity, sceneObjectFuture: CompletableFuture<SceneObject>) Parameters
sceneObjectFuture:
CompletableFuture
SceneObject is created.
|
associateSystemManager
(
systemManager
)
|
Associates this system with a system manager, used in the Spatial SDK.
Signature
fun associateSystemManager(systemManager: SystemManager) Parameters |
delete
(
entity
)
|
System should do any housekeeping based on SceneObjectSystem.delete being removed from the scene
Signature
open override fun delete(entity: Entity) Parameters
entity:
Entity |
destroy
()
|
System should clean up any and all resources for shutdown
Signature
open fun destroy() |
equals
(
other
)
|
Checks if this system is equal to another object.
Signature
open operator override fun equals(other: Any?): Boolean Parameters
other:
Any?
Returns
Boolean
|
execute
()
|
System should perform all the operations based on relevant entities.
Signature
open override fun execute() |
getDependencies
()
|
Returns the dependencies of this system.
Signature
open fun getDependencies(): SystemDependencies? |
getScene
()
|
Returns the scene that this system is associated with.
Signature
fun getScene(): Scene |
getSceneObject
(
entity
)
|
Returns a future for the SceneObject associated with the entity.
If the entity has a registered component type (such as Mesh or Panel) but no future exists yet, one will be created lazily. The future will be completed when the creation system processes the entity.
A null return indicates the entity does not have any registered component types.
Signature
fun getSceneObject(entity: Entity): CompletableFuture<SceneObject>? Parameters Returns
CompletableFuture?
|
hashCode
()
|
Returns the hash code of this system.
Signature
open override fun hashCode(): Int Returns
Int
|
registerComponentType
(
componentId
)
|
Registers a component type that qualifies for lazy future creation.
When SceneObjectSystem.getSceneObject is called on an entity with this component type, a future will be created lazily if one doesn't already exist. This allows callers to attach callbacks immediately after setting a component, without waiting for the creation system to run.
Signature
fun registerComponentType(componentId: Int) Parameters
componentId:
Int
|
removeSceneObject
(
entity
)
|
Remove a SceneObject from the registry.
Signature
fun removeSceneObject(entity: Entity) Parameters |
replaceOrReuseSceneObjectFuture
(
entity
)
|
Returns an existing pending future, or creates and registers a new one (replacing any completed future). This consolidates the common pattern used by creation systems when handling both lazy futures and mutation cases.
A new future is needed on mutation because CompletableFuture can only be completed once — subsequent calls to CompletableFuture.complete are silently ignored.
Signature
fun replaceOrReuseSceneObjectFuture(entity: Entity): CompletableFuture<SceneObject> Parameters Returns
CompletableFuture
|