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FB2AnimationUpdateSystem

Overview

  • Registers per Entity and processes all of an Entity's AnimInstances sequentially. Same pattern as AuraSystem (FB1EntityId + TStructPtr). Renamed from FB2AnimNotifySchedulerSystem to FB2AnimationUpdateSystem.

Metadata

FieldValue
Kindsystem
EnvironmentB2 - Simulation
Categorysystems
ExtendsFB2Subsystem
Requirerequire('Systems.FB2AnimationUpdateSystem')

Properties (6)

NameTypeDescription
CurrentGameTimenumber
EntityIndexMaptable<FB1EntityId, integer>
LastCleanupTimenumber
PendingUnregistrationsFB1EntityId[]
RegisteredEntitiesFB2AnimUpdateEntry[]
bIsProcessingTickbooleanPrevents array modification during Tick processing. Prevents an OOB crash where RegisteredEntities is modified on the ProcessAnimNotifyEventTick -> RunScript -> Entity::Destroy -> UnregisterEntity path.

Functions (6)

FunctionParametersReturnsDescription
GetCurrentGameTime-numberReturns Current Game Time.
GetRegisteredCount-integerReturns Registered Count.
IsRegisteredInEntityId: FB1EntityIdbooleanChecks whether it is registered.
RegisterEntityInEntityId: FB1EntityId-Registers Entity.
TickDeltaTime: number-Called after the Entity Tick.
UnregisterEntityInEntityId: FB1EntityId-Unregisters Entity.

Override points (3)

Implement these in Lua as FB2AnimationUpdateSystem.Override_Name = function(...) end.

FunctionParametersReturnsDescription
Override_RegisterEntityInEntityId: FB1EntityId-Registers Entity.
Override_TickDeltaTime: number-Called after the Entity Tick.
Override_UnregisterEntityInEntityId: FB1EntityId-Unregisters Entity.