Auki::ConjureKit::ECS::PoseSystem
Inherits from Auki.ConjureKit.ECS.SystemBase, Auki.ConjureKit.ECS.IPoseSystem, Auki.ConjureKit.ECS.ISystem
Public Events
Name | |
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Action< Entity > | OnEntityUpdatePose() |
Public Functions
Name | |
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void | SetParticipantPoseUpdatesPerSecond(int participantPoseUpdatesPerSecond) Sets the amount of times the participant's pose should be updated per second. |
int | GetParticipantPoseUpdatesPerSecond() |
void | AddEntityPose(uint entityId, Pose pose, Action onComplete, Action< string > onError) Adds a Pose to an existing entity. This will attach a new component of auki.pose to the given entity. |
bool | UpdateEntityPose(uint entityId, Pose pose) Tries to update the Pose of an existing entity. |
Pose | GetEntityPose(uint entityId) Queries the Pose of a specific entity. the entity Pose, ff entity has an auki.pose component attached. |
Pose | GetEntityPose(Entity entity) Queries the Pose of a specific entity. the entity Pose, ff entity has an auki.pose component attached. |
override string[] | GetComponentTypeNames() |
override void | Update(IReadOnlyList<(EntityComponent component, bool localChange)> updated) |
override void | Delete(IReadOnlyList<(EntityComponent component, bool localChange)> deleted) |
Public Attributes
Name | |
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const string | AUKI_SYSTEM_POSE_COMPONENT_NAME |
Additional inherited members
Protected Functions inherited from Auki.ConjureKit.ECS.SystemBase
Name | |
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SystemBase(Session session) |
Protected Attributes inherited from Auki.ConjureKit.ECS.SystemBase
Name | |
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readonly Session | _session |
Public Events Documentation
event OnEntityUpdatePose
Action< Entity > OnEntityUpdatePose()
Public Functions Documentation
function SetParticipantPoseUpdatesPerSecond
void SetParticipantPoseUpdatesPerSecond(
int participantPoseUpdatesPerSecond
)
Sets the amount of times the participant's pose should be updated per second.
function GetParticipantPoseUpdatesPerSecond
int GetParticipantPoseUpdatesPerSecond()
Return: The amount of times the participant's pose updates per second.
function AddEntityPose
void AddEntityPose(
uint entityId,
Pose pose,
Action onComplete,
Action< string > onError
)
Adds a Pose to an existing entity. This will attach a new component of auki.pose
to the given entity.
function UpdateEntityPose
bool UpdateEntityPose(
uint entityId,
Pose pose
)
Tries to update the Pose of an existing entity.
Return: False if entity does not exists, or entity does not have an auki.pose
component attached.
function GetEntityPose
Pose GetEntityPose(
uint entityId
)
Queries the Pose of a specific entity. the entity Pose, ff entity has an auki.pose
component attached.
function GetEntityPose
Pose GetEntityPose(
Entity entity
)
Queries the Pose of a specific entity. the entity Pose, ff entity has an auki.pose
component attached.
function GetComponentTypeNames
override string[] GetComponentTypeNames()
function Update
override void Update(
IReadOnlyList<(EntityComponent component, bool localChange)> updated
)
function Delete
override void Delete(
IReadOnlyList<(EntityComponent component, bool localChange)> deleted
)
Public Attributes Documentation
variable AUKI_SYSTEM_POSE_COMPONENT_NAME
static const string AUKI_SYSTEM_POSE_COMPONENT_NAME = "auki.pose";