CameraBrainSystem class
Evaluates the camera brain once per ECS update — or, with the brain's
updateMode set to CameraUpdateMode.frame, once per rendered frame
(it is a FrameSystem), following targets between updates.
It runs at SystemPriorities.camera: after physics and movement have put everything where it is this frame, and before anything draws — so the camera frames where the player is, not where they were.
- Inheritance
- Implemented types
Constructors
- CameraBrainSystem({required CameraSystem cameraSystem})
-
A system evaluating the brain of
cameraSystem, which must be initialized before the first update.
Properties
- cameraSystem → CameraSystem
-
Owner of the brain this system evaluates.
final
-
entities
→ Iterable<
Entity> -
Get all entities that match this system's requirements
no setterinherited
- hashCode → int
-
The hash code for this object.
no setterinherited
- isActive ↔ bool
-
Whether this system is active
getter/setter pairinherited
- priority ↔ int
-
Priority for system execution order (higher = earlier). Systems of
the same priority run in the order they were added.
getter/setter pairinherited-setteroverride-getter
- profileName → String
-
What World.stats files this system's time under (
systemTimesMs).no setterinherited -
requiredComponents
→ List<
Type> -
Required component types for this system
no setteroverride
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- world ↔ World
-
World this system belongs to
getter/setter pairinherited
Methods
-
dispose(
) → void -
Dispose system resources
inherited
-
forEach(
void action(Entity entity)) → void -
Execute a function for each matching entity
inherited
-
frame(
double deltaTime, double alpha) → void -
One rendered frame:
deltaTimeseconds since the last (scaled by the game's time scale);alphahow far the frame lies between the last two fixed updates (0..1), for blending a pose from its previous step to its current one.override -
initialize(
) → void -
Initialize the system
inherited
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
onAddedToWorld(
) → void -
Called when system is added to world
inherited
-
onRemovedFromWorld(
) → void -
Called when system is removed from world
inherited
-
render(
Canvas canvas, Size size) → void -
Render the system (optional)
inherited
-
toString(
) → String -
A string representation of this object.
inherited
-
update(
double deltaTime) → void -
Update the system
override
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited