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    Class PlayerLoopSystemExtensions

    UnityEngine.LowLevel.PlayerLoopSystem Based Extension Methods

    Inheritance
    System.Object
    PlayerLoopSystemExtensions
    Namespace: GDX
    Syntax
    public static class PlayerLoopSystemExtensions

    Methods

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    AddSubSystem(ref PlayerLoopSystem, ref PlayerLoopSystem)

    Adds a child (sub) system to the provided parentSystem.

    Declaration
    public static void AddSubSystem(this ref PlayerLoopSystem parentSystem, ref PlayerLoopSystem subSystem)
    Parameters
    Type Name Description
    UnityEngine.LowLevel.PlayerLoopSystem parentSystem

    The parent system which a child (sub) system should be added too.

    UnityEngine.LowLevel.PlayerLoopSystem subSystem

    The child (sub) system that is to be added to the parent.

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    AddSubSystemToFirstSubSystemOfType(ref PlayerLoopSystem, Type, Type, PlayerLoopSystem.UpdateFunction)

    Adds a child (sub) system to the first found instance of a parentSystemType system in rootSystem.

    Declaration
    public static bool AddSubSystemToFirstSubSystemOfType(this ref PlayerLoopSystem rootSystem, Type parentSystemType, Type subSystemType, PlayerLoopSystem.UpdateFunction subSystemUpdateFunction)
    Parameters
    Type Name Description
    UnityEngine.LowLevel.PlayerLoopSystem rootSystem

    The root system which the parentSystemType will be searched recursively for.

    System.Type parentSystemType

    The system System.Type that will be searched for as the parent.

    System.Type subSystemType

    The type assigned when creating the UnityEngine.LowLevel.PlayerLoopSystem to be added.

    UnityEngine.LowLevel.PlayerLoopSystem.UpdateFunction subSystemUpdateFunction

    The method to invoke when the system is updated.

    Returns
    Type Description
    System.Boolean

    true/false if the parentSystemType was found, and therefore the add could occur.

    Examples
    PlayerLoopSystem systemRoot = PlayerLoop.GetCurrentPlayerLoop();
    systemRoot.AddSubSystemToFirstSubSystemOfType(
        typeof(Update.ScriptRunDelayedTasks),
        typeof(TaskDirectorSystem), PlayerLoopTick);
    PlayerLoop.SetPlayerLoop(systemRoot);
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    AddSubSystemToFirstSubSystemOfType(ref PlayerLoopSystem, Type, ref PlayerLoopSystem)

    Adds a child (sub) system to the first found instance of a parentSystemType system in rootSystem.

    Declaration
    public static bool AddSubSystemToFirstSubSystemOfType(this ref PlayerLoopSystem rootSystem, Type parentSystemType, ref PlayerLoopSystem subSystem)
    Parameters
    Type Name Description
    UnityEngine.LowLevel.PlayerLoopSystem rootSystem

    The root system which the parentSystemType will be searched recursively for.

    System.Type parentSystemType

    The system System.Type that will be searched for as the parent.

    UnityEngine.LowLevel.PlayerLoopSystem subSystem

    The child (sub) system that is to be added to the parent.

    Returns
    Type Description
    System.Boolean

    true/false if the parentSystemType was found, and therefore the add could occur.

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    GenerateSystemTree(ref PlayerLoopSystem, TextGenerator)

    Populates a TextGenerator with a tree-like structure that represents the UnityEngine.LowLevel.PlayerLoopSystem found under the rootSystem.

    Declaration
    public static TextGenerator GenerateSystemTree(this ref PlayerLoopSystem rootSystem, TextGenerator generator = null)
    Parameters
    Type Name Description
    UnityEngine.LowLevel.PlayerLoopSystem rootSystem

    The root system which the tree should be crafted based off of.

    TextGenerator generator

    Optionally, provide a generator to be populated.

    Returns
    Type Description
    TextGenerator

    A TextGenerator populated with the system output.

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    RemoveSubSystemsOfType(ref PlayerLoopSystem, Type)

    Removes all child (sub) systems of the specified subSystemType from the provided parentSystem.

    Declaration
    public static bool RemoveSubSystemsOfType(this ref PlayerLoopSystem parentSystem, Type subSystemType)
    Parameters
    Type Name Description
    UnityEngine.LowLevel.PlayerLoopSystem parentSystem

    The parent system which the child (sub) systems should be removed from.

    System.Type subSystemType

    The system System.Type that will be removed.

    Returns
    Type Description
    System.Boolean

    true/false, if a remove was done.

    Remarks

    This is NOT recursive, and will not effect the child (sub) systems of the child (sub) systems of the parentSystem

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    RemoveSubSystemsOfTypeFromFirstSubSystemOfType(ref PlayerLoopSystem, Type, Type)

    Removes all the child (sub) systems of to the first found instance of a parentSystemType system in rootSystem

    Declaration
    public static bool RemoveSubSystemsOfTypeFromFirstSubSystemOfType(this ref PlayerLoopSystem rootSystem, Type parentSystemType, Type subSystemType)
    Parameters
    Type Name Description
    UnityEngine.LowLevel.PlayerLoopSystem rootSystem

    The root system which the parentSystemType will be searched recursively for.

    System.Type parentSystemType

    The system System.Type that will be searched for as the parent.

    System.Type subSystemType

    The child (sub) system System.Type that will be removed.

    Returns
    Type Description
    System.Boolean

    true/false, if a remove occured.

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    ReplaceFirstSubSystemOfType(ref PlayerLoopSystem, Type, ref PlayerLoopSystem)

    Replaces the first child (sub) system of the given rootSystem of subSystemType with the provided updatedSystem.

    Declaration
    public static bool ReplaceFirstSubSystemOfType(this ref PlayerLoopSystem rootSystem, Type subSystemType, ref PlayerLoopSystem updatedSystem)
    Parameters
    Type Name Description
    UnityEngine.LowLevel.PlayerLoopSystem rootSystem

    The root system which the subSystemType will be searched recursively for.

    System.Type subSystemType

    The child (sub) system System.Type that will be replaced.

    UnityEngine.LowLevel.PlayerLoopSystem updatedSystem

    The system to replace the found subSystemType with.

    Returns
    Type Description
    System.Boolean

    true/false if the replace occured.

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    ReplaceSubSystemsOfType(ref PlayerLoopSystem, Type, ref PlayerLoopSystem)

    Replaces all child (sub) systems of the specified subSystemType from the provided parentSystem.

    Declaration
    public static bool ReplaceSubSystemsOfType(this ref PlayerLoopSystem parentSystem, Type subSystemType, ref PlayerLoopSystem updatedSystem)
    Parameters
    Type Name Description
    UnityEngine.LowLevel.PlayerLoopSystem parentSystem

    The parent system which the child (sub) systems should be replaced.

    System.Type subSystemType

    The system System.Type that will be replaced.

    UnityEngine.LowLevel.PlayerLoopSystem updatedSystem

    The system to replace the found subSystemType with.

    Returns
    Type Description
    System.Boolean

    true/false if any replacement occured.

    Remarks

    This is NOT recursive, and will not effect the child (sub) systems of the child (sub) systems of the parentSystem

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    TryGetFirstSubSystemOfType(ref PlayerLoopSystem, Type, out Boolean)

    Searches the provided rootSystem child (sub) systems for the first instance of a subSystemType system.

    Declaration
    public static ref PlayerLoopSystem TryGetFirstSubSystemOfType(this ref PlayerLoopSystem rootSystem, Type subSystemType, out bool foundSubSystem)
    Parameters
    Type Name Description
    UnityEngine.LowLevel.PlayerLoopSystem rootSystem

    The root system which the subSystemType will be searched recursively for.

    System.Type subSystemType

    The child (sub) system System.Type that will be searched for recursively.

    System.Boolean foundSubSystem

    Was an appropriate system found?

    Returns
    Type Description
    UnityEngine.LowLevel.PlayerLoopSystem

    The found system, or the root system. Check foundSubSystem to determine if the system was actually found. This pattern is used to preserve the reference.

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    TryGetFirstSystemWithSubSystemOfType(ref PlayerLoopSystem, Type, out Boolean, out Int32)

    Searches the provided rootSystem child (sub) systems for the first instance of a subSystemType and returns the parent system, with foundSystemIndex of the found child (sub) system.

    Declaration
    public static ref PlayerLoopSystem TryGetFirstSystemWithSubSystemOfType(this ref PlayerLoopSystem rootSystem, Type subSystemType, out bool foundSubSystem, out int foundSystemIndex)
    Parameters
    Type Name Description
    UnityEngine.LowLevel.PlayerLoopSystem rootSystem

    The root system which the subSystemType will be searched recursively for.

    System.Type subSystemType

    The child (sub) system System.Type that will be searched for recursively.

    System.Boolean foundSubSystem

    Was an appropriate child (sub) system found?

    System.Int32 foundSystemIndex

    The index of the found sub (child) system.

    Returns
    Type Description
    UnityEngine.LowLevel.PlayerLoopSystem

    The found parent system, or the root system. Check foundSubSystem to determine if the child (sub) system was actually found. This pattern is used to preserve the reference.

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