Interface TickableSystem<ECS_TYPE>

All Superinterfaces:
ISystem<ECS_TYPE>
All Known Subinterfaces:
RunWhenPausedSystem<ECS_TYPE>
All Known Implementing Classes:
AmbientEmitterSystems.Ticking, ArchetypeTickingSystem, AudioSystems.EntityTrackerUpdate, AudioSystems.TickMovementAudio, AvoidanceSystem, BeaconSpatialSystem, BiomeDataSystem, BlackboardSystems.TickingSystem, BlockEntitySystems.BlockEntityTrackerSystem, BlockEntitySystems.Ticking, BlockHealthModule.BlockHealthSystem, BlockPhysicsSystems.Ticking, BlockStateModule.LegacyLateInitBlockStateSystem, BlockStateModule.LegacyTickingBlockStateSystem, ChunkBlockTickSystem.PreTick, ChunkBlockTickSystem.Ticking, ChunkSavingSystems.Ticking, ChunkSuppressionSystems.Ticking, ChunkSystems.ReplicateChanges, ChunkUnloadingSystem, CombatActionEvaluatorSystems.EvaluatorTick, CombatViewSystems.Ticking, ComputeVelocitySystem, DeathSystems.CorpseRemoval, DelayedEntitySystem, DelayedSystem, DeployablesSystem.DeployableOwnerTicker, DeployablesSystem.DeployableTicker, DespawnSystem, EntityInteractableSystems.EntityTrackerUpdate, EntitySpatialSystem, EntityStatsModule.PlayerRegenerateStatsSystem, EntityStatsSystems.Changes, EntityStatsSystems.ClearChanges, EntityStatsSystems.EntityTrackerUpdate, EntityStatsSystems.Recalculate, EntityStatsSystems.Regenerate, EntitySystems.DynamicLightTracker, EntitySystems.NewSpawnEntityTrackerUpdate, EntitySystems.NewSpawnTick, EntityTickingSystem, EntityTrackerSystems.AddToVisible, EntityTrackerSystems.ClearEntityViewers, EntityTrackerSystems.ClearPreviouslyVisible, EntityTrackerSystems.CollectVisible, EntityTrackerSystems.EffectControllerSystem, EntityTrackerSystems.EnsureVisibleComponent, EntityTrackerSystems.RemoveEmptyVisibleComponent, EntityTrackerSystems.SendPackets, FarmingSystems.CoopResidentTicking, FarmingSystems.Ticking, FlockSystems.Ticking, FluidSystems.ReplicateChanges, FluidSystems.Ticking, ForcedMusicSystems.Tick, GenericVelocityInstructionSystem, HideEntitySystems.AdventurePlayerSystem, HitboxCollisionSystems.EntityTrackerUpdate, IntangibleSystems.EntityTrackerUpdate, InteractionSystems.TickInteractionManagerSystem, InteractionSystems.TrackerTickSystem, InvulnerableSystems.EntityTrackerUpdate, ItemContainerStateSpatialSystem, ItemMergeSystem, ItemPhysicsSystem, ItemPrePhysicsSystem, ItemSpatialSystem, ItemSystems.TrackerSystem, KnockbackPredictionSystems.CaptureKnockbackInput, KnockbackPredictionSystems.SimulateKnockback, KnockbackSystems.ApplyKnockback, KnockbackSystems.ApplyPlayerKnockback, LegacyBeaconSpatialSystem, LegacyEntityTrackerSystems.LegacyEntityModel, LegacyEntityTrackerSystems.LegacyEntitySkin, LegacyEntityTrackerSystems.LegacyEquipment, LegacyEntityTrackerSystems.LegacyHideFromEntity, LegacyEntityTrackerSystems.LegacyLODCull, LegacyProjectileSystems.TickingSystem, LivingEntityEffectClearChangesSystem, LivingEntityEffectSystem, LocalSpawnControllerSystem, LocalSpawnForceTriggerSystem, MessageSupportSystem, MessageSupportSystem.BeaconSystem, MessageSupportSystem.NPCBlockEventSystem, MessageSupportSystem.NPCEntityEventSystem, MessageSupportSystem.PlayerBlockEventSystem, MessageSupportSystem.PlayerEntityEventSystem, ModelSystems.AnimationEntityTrackerUpdate, ModelSystems.UpdateCrouchingBoundingBox, MountSystems.HandleMountInput, MountSystems.TrackerUpdate, MovementStatesSystem, MovementStatesSystems.TickingSystem, NameplateSystems.EntityTrackerUpdate, NetworkSendableSpatialSystem, NewSpawnStartTickingSystem, NPCInteractionSystems.TickHeldInteractionsSystem, NPCMemory.GatherMemoriesSystem, NPCPlugin.NPCEntityRegenerateStatsSystem, NPCPreTickSystem, NPCSpatialSystem, NPCVelocityInstructionSystem, ObjectiveLocationMarkerSystems.TickingSystem, ParkourCheckpointSystems.Ticking, PathSpatialSystem, PickupItemSystem, PlayerChunkTrackerSystems.UpdateSystem, PlayerConnectionFlushSystem, PlayerCraftingSystems.PlayerCraftingSystem, PlayerItemEntityPickupSystem, PlayerPingSystem, PlayerProcessMovementSystem, PlayerSavingSystems.TickingSystem, PlayerSendInventorySystem, PlayerSpatialSystem, PlayerSystems.BlockPausedMovementSystem, PlayerSystems.ProcessPlayerInput, PlayerSystems.UpdatePlayerRef, PlayerVelocityInstructionSystem, PortalTrackerSystems.UiTickingSystem, PositionCacheSystems.UpdateSystem, PredictedProjectileSystems.EntityTrackerUpdate, ReachLocationMarkerSystems.Ticking, RemovalSystem, RepulsionSystems.EntityTrackerUpdate, RepulsionSystems.RepulsionTicker, RespondToHitSystems.EntityTrackerUpdate, RoleChangeSystem, RoleSystems.BehaviourTickSystem, RoleSystems.PostBehaviourSupportTickSystem, RoleSystems.PreBehaviourSupportTickSystem, RoleSystems.RoleDebugSystem, RotateObjectSystem, SnapshotSystems.Capture, SnapshotSystems.Resize, SpatialSystem, SpawnBeaconSystems.CheckDespawn, SpawnBeaconSystems.ControllerTick, SpawnBeaconSystems.LoadTimeDelay, SpawnBeaconSystems.PositionSelectorUpdate, SpawnBeaconSystems.SpawnJobTick, SpawnControllerSystem, SpawnJobSystem, SpawnMarkerBlockStateSystems.SpawnMarkerTickHeartbeat, SpawnMarkerBlockStateSystems.TickHeartbeat, SpawnMarkerSpatialSystem, SpawnMarkerSystems.Ticking, SpawnReferenceSystems.TickingSpawnBeaconSystem, SpawnReferenceSystems.TickingSpawnMarkerSystem, StaminaSystems.SprintStaminaEffectSystem, StandardPhysicsTickSystem, StartSlumberSystem, StartVoidEventInFragmentSystem, StateEvaluatorSystem, SteeringSystem, StepCleanupSystem, SteppableTickingSystem, TangiableEntitySpatialSystem, TargetMemorySystems.Ticking, TempleRespawnPlayersSystem, TickingSystem, TimePacketSystem, TimerSystem, TimeSystem, TransformSystems.EntityTrackerUpdate, UIComponentSystems.Update, UpdateEntitySeedSystem, UpdateLocationSystems.TickingSystem, UpdateSleepPacketSystem, UpdateWorldSlumberSystem, VoidEventStagesSystem, VoidInvasionPortalsSpawnSystem, WeatherSystem.TickingSystem, WorldConfigSaveSystem, WorldSpawningSystem, WorldSpawnJobSystems.Ticking, WorldTimeSystems.Ticking

public interface TickableSystem<ECS_TYPE> extends ISystem<ECS_TYPE>
  • Method Details

    • tick

      void tick(float var1, int var2, @Nonnull Store<ECS_TYPE> var3)