Unity 中由 Player Loop 更新的单个系统的表示。
该结构体表示 Player Loop 中的单个系统。系统可以是 Unity 的内置原生系统之一,也可以使用 C# 向 Player Loop 添加新的自定义系统。原生系统只能通过调用 PlayerLoop.GetDefaultPlayerLoop 来检索,并且不应修改其参数。
loopConditionFunction | 原生引擎系统的循环条件。要获取此条件的有效值,您必须从 PlayerLoop.GetDefaultPlayerLoop 返回的 PlayerLoopSystems 之一中复制它。 |
subSystemList | 作为 Player Loop 中该项的一部分运行的子系统列表。 |
type | 此属性用于标识该系统属于哪个原生系统,或用于获取托管系统的名称以在分析器中显示。 |
updateDelegate | 托管委托。您可以将其设置为在 Player Loop 中创建新的 C# 入口点。 |
updateFunction | 原生引擎系统。要获取此条件的有效值,您必须从 PlayerLoop.GetDefaultPlayerLoop 返回的 PlayerLoopSystems 之一中复制它。 |
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