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ProcessSystem

Defined in: ProcessSystem.ts:16

Built-in system that ticks all ProcessComponents on entities in non-paused scenes, plus a scene-level set of global processes.

Runs at Phase.Update with priority 500, ensuring tweened values are fresh before ComponentUpdateSystem (priority 1000) reads them.

new ProcessSystem(): ProcessSystem

ProcessSystem

System.constructor

protected context: EngineContext

Defined in: System.ts:22

Reference to the engine context, set on registration.

System.context


enabled: boolean = true

Defined in: System.ts:19

Whether this system is active.

System.enabled


readonly phase: Update = Phase.Update

Defined in: ProcessSystem.ts:17

The phase this system runs in.

System.phase


readonly priority: 500 = 500

Defined in: ProcessSystem.ts:18

Execution priority within the phase. Lower = earlier. Default: 0.

System.priority


timeScale: number = 1

Defined in: ProcessSystem.ts:21

Global time scale multiplier. Stacks multiplicatively with per-scene timeScale.

_setContext(context): void

Defined in: System.ts:30

Internal

Set the engine context. Called by Engine during startup.

EngineContext

void

System._setContext


add(process): Process

Defined in: ProcessSystem.ts:31

Add a scene-level process (not tied to any entity).

Process

Process


cancel(tag?): void

Defined in: ProcessSystem.ts:37

Cancel scene-level processes, optionally by tag.

string

void


onRegister(context): void

Defined in: ProcessSystem.ts:26

Called once when the system is registered with the engine.

EngineContext

void

System.onRegister


optional onUnregister(): void

Defined in: System.ts:52

Called when the system is removed.

void

System.onUnregister


update(dt): void

Defined in: ProcessSystem.ts:48

Called every frame (or every fixed step for FixedUpdate).

number

void

System.update


protected use<T>(key): T

Defined in: System.ts:35

Resolve a service by key, cached after first lookup.

T

ServiceKey<T>

T

System.use