FlickerSystem
Hierarchy
- System
- FlickerSystem
Index
Constructors
Properties
Methods
Constructors
constructor
Returns FlickerSystem
Properties
publicreadonlysystemType
Determine whether the system is called in the SystemType.Update or the SystemType.Draw phase. Update is first, then Draw.
staticpriority
System can execute in priority order, by default all systems are priority 0. Lower values indicated higher priority. For a system to execute before all other a lower priority value (-1 for example) must be set. For a system to execute after all other a higher priority value (10 for example) must be set.
Methods
optionalinheriteddispose
Optionally specify a dispose handler, called when the system is removed from the SystemManager after having been initialized. Use it to release any resources the system provisioned in
initialize(entities it added, observable subscriptions, etc.)Parameters
Returns void
publicinitialize
Optionally specify an initialize handler
Parameters
world: World
Returns void
optionalinheritedpostupdate
Optionally run a postupdate after the system processes matching entities
Parameters
scene: Scene
elapsed: number
Time in milliseconds since the last frame
Returns void
optionalinheritedpreupdate
Optionally run a preupdate before the system processes matching entities
Parameters
scene: Scene
elapsed: number
Time in milliseconds since the last frame
Returns void
publicupdate
Update all entities that match this system's types
Parameters
elapsed: number
Time in milliseconds
Returns void
Modulates active light intensities ahead of the lighting render pass utilizing deterministic layered sine waves.
Writes PointLightComponent.currentIntensity and ConeLightComponent.currentIntensity, so it must run before the LightingSystem rasterizes the frame.