Created
September 4, 2018 09:49
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UpdateInGroupのサンプル
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using Unity.Entities; | |
[UpdateInGroup(typeof(MyGroup))] | |
[AlwaysUpdateSystem] | |
public class ASystem : ComponentSystem | |
{ | |
protected override void OnUpdate(){} | |
} |
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Learn more about bidirectional Unicode characters
using Unity.Entities; | |
[UpdateInGroup(typeof(MyGroup))] | |
[UpdateAfter(typeof(ASystem))] | |
[AlwaysUpdateSystem] | |
public class BSystem : ComponentSystem | |
{ | |
protected override void OnUpdate(){} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using Unity.Entities; | |
[UpdateInGroup(typeof(MyGroup))] | |
[UpdateAfter(typeof(BSystem))] | |
[AlwaysUpdateSystem] | |
public class CSystem : ComponentSystem | |
{ | |
protected override void OnUpdate(){} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using Unity.Entities; | |
[UpdateBefore(typeof(MyGroup))] | |
[AlwaysUpdateSystem] | |
public class X1System : ComponentSystem | |
{ | |
protected override void OnUpdate(){} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using Unity.Entities; | |
[UpdateAfter(typeof(MyGroup))] | |
[AlwaysUpdateSystem] | |
public class X2System : ComponentSystem | |
{ | |
protected override void OnUpdate(){} | |
} |
Author
tsubaki
commented
Sep 4, 2018
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