public class EntityManager extends Object implements com.badlogic.gdx.utils.Disposable
| Modifier and Type | Field and Description |
|---|---|
EventManager |
eventManager |
| Constructor and Description |
|---|
EntityManager(EventManager eventManager) |
| Modifier and Type | Method and Description |
|---|---|
Entity |
add()
public Entity management
|
<T extends Component> |
addComponent(Class<T> componentType,
Entity entity)
public Entity Component management
|
<T extends Component> |
addGlobal(Class<T> componentType)
global component management
|
<T extends EntityPreset> |
addPreset(Class<T> presetType)
public EntityPreset management
|
<T extends ComponentSystem> |
addSubsystem(Class<T> componentSystemType)
public ComponentSystem management
|
<T extends EntityPreset> |
addUsingPreset(Class<T> presetType) |
<T extends EntityPreset> |
addUsingPreset(Class<T> presetType,
EntityPreset.CreationArgs args) |
void |
dispose() |
void |
getAllComponentsFor(Entity entity,
com.badlogic.gdx.utils.Array<Component> list) |
<T extends EntityPreset> |
getAllCreatedWithPreset(Class<T> presetType,
com.badlogic.gdx.utils.Array<Entity> outMatchingEntities) |
<T extends Component> |
getAllWith(Class<T> componentType) |
<T extends Component> |
getComponent(Class<T> componentType,
Entity entity) |
<T extends Component> |
getFirstWith(Class<T> componentType) |
<T extends Component> |
getGlobal(Class<T> componentType) |
<T extends ComponentSystem> |
getSubsystem(Class<T> componentSystemType) |
<T extends Component> |
hasComponent(Class<T> componentType,
Entity entity) |
<T extends Component> |
hasGlobal(Class<T> componentType) |
boolean |
isValid(Entity entity) |
void |
onAppPause() |
void |
onAppResume()
events
|
void |
onRender(float interpolation) |
void |
onResize() |
void |
onUpdateFrame(float delta) |
void |
onUpdateGameState(float delta) |
void |
remove(Entity entity) |
void |
removeAll() |
void |
removeAllGlobals() |
void |
removeAllPresets() |
void |
removeAllSubsystems() |
<T extends Component> |
removeComponent(Class<T> componentType,
Entity entity) |
<T extends Component> |
removeGlobal(Class<T> componentType) |
<T extends EntityPreset> |
removePreset(Class<T> presetType) |
<T extends ComponentSystem> |
removeSubsystem(Class<T> componentSystemType) |
public final EventManager eventManager
public EntityManager(EventManager eventManager)
public <T extends ComponentSystem> T addSubsystem(Class<T> componentSystemType)
public <T extends ComponentSystem> T getSubsystem(Class<T> componentSystemType)
public <T extends ComponentSystem> void removeSubsystem(Class<T> componentSystemType)
public void removeAllSubsystems()
public <T extends EntityPreset> void addPreset(Class<T> presetType)
public <T extends EntityPreset> void removePreset(Class<T> presetType)
public void removeAllPresets()
public Entity add()
public <T extends EntityPreset> Entity addUsingPreset(Class<T> presetType)
public <T extends EntityPreset> Entity addUsingPreset(Class<T> presetType, EntityPreset.CreationArgs args)
public <T extends Component> com.badlogic.gdx.utils.ObjectMap.Keys<Entity> getAllWith(Class<T> componentType)
public <T extends EntityPreset> void getAllCreatedWithPreset(Class<T> presetType, com.badlogic.gdx.utils.Array<Entity> outMatchingEntities)
public void remove(Entity entity)
public void removeAll()
public boolean isValid(Entity entity)
public <T extends Component> T addComponent(Class<T> componentType, Entity entity)
public <T extends Component> void removeComponent(Class<T> componentType, Entity entity)
public <T extends Component> boolean hasComponent(Class<T> componentType, Entity entity)
public void getAllComponentsFor(Entity entity, com.badlogic.gdx.utils.Array<Component> list)
public <T extends Component> T addGlobal(Class<T> componentType)
public void removeAllGlobals()
public void onAppResume()
public void onAppPause()
public void onResize()
public void onRender(float interpolation)
public void onUpdateGameState(float delta)
public void onUpdateFrame(float delta)
public void dispose()
dispose in interface com.badlogic.gdx.utils.DisposableCopyright © 2022. All rights reserved.