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ProcessSystem

Defined in: ProcessSystem.ts:18

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:19

The phase this system runs in.

System.phase


readonly priority: 500 = 500

Defined in: ProcessSystem.ts:20

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

System.priority


timeScale: number = 1

Defined in: ProcessSystem.ts:23

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:66

Add an engine-global process. Ticked under the global timeScale only; NOT gated by per-scene pause or scaled by per-scene timeScale. Use this for cross-scene effects (e.g. screen-scope filter fades on app.stage) or processes that have no owning scene.

Process

Process


addForScene(scene, process): Process

Defined in: ProcessSystem.ts:77

Add a process bound to a specific scene’s lifecycle. Ticked only while the scene is active (not paused) and scaled by the scene’s timeScale, exactly like an entity-owned ProcessComponent. Use this for layer or scene-scope effect fades that should pause with the scene.

Scene

Process

Process


cancel(tag?): void

Defined in: ProcessSystem.ts:88

Cancel engine-global processes, optionally by tag.

string

void


cancelForScene(scene, tag?): void

Defined in: ProcessSystem.ts:98

Cancel every scene-bound process for scene, optionally by tag.

Scene

string

void


onRegister(context): void

Defined in: ProcessSystem.ts:30

Called once when the system is registered with the engine.

EngineContext

void

System.onRegister


onUnregister(): void

Defined in: ProcessSystem.ts:44

Called when the system is removed.

void

System.onUnregister


update(dt): void

Defined in: ProcessSystem.ts:110

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