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
| Field | Value |
|---|
| Kind | system |
| Environment | B2 - Simulation |
| Category | systems |
| Extends | FB2Subsystem |
| Require | require('Systems.FB2AnimationUpdateSystem') |
Properties (6)
| Name | Type | Description |
|---|
CurrentGameTime | number | |
EntityIndexMap | table<FB1EntityId, integer> | |
LastCleanupTime | number | |
PendingUnregistrations | FB1EntityId[] | |
RegisteredEntities | FB2AnimUpdateEntry[] | |
bIsProcessingTick | boolean | Prevents array modification during Tick processing. Prevents an OOB crash where RegisteredEntities is modified on the ProcessAnimNotifyEventTick -> RunScript -> Entity::Destroy -> UnregisterEntity path. |
Functions (6)
| Function | Parameters | Returns | Description |
|---|
GetCurrentGameTime | - | number | Returns Current Game Time. |
GetRegisteredCount | - | integer | Returns Registered Count. |
IsRegistered | InEntityId: FB1EntityId | boolean | Checks whether it is registered. |
RegisterEntity | InEntityId: FB1EntityId | - | Registers Entity. |
Tick | DeltaTime: number | - | Called after the Entity Tick. |
UnregisterEntity | InEntityId: FB1EntityId | - | Unregisters Entity. |
Override points (3)
Implement these in Lua as FB2AnimationUpdateSystem.Override_Name = function(...) end.
| Function | Parameters | Returns | Description |
|---|
Override_RegisterEntity | InEntityId: FB1EntityId | - | Registers Entity. |
Override_Tick | DeltaTime: number | - | Called after the Entity Tick. |
Override_UnregisterEntity | InEntityId: FB1EntityId | - | Unregisters Entity. |