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Systems for processing entity lifecycle transitions. More...

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 # helios::engine::mechanics::lifecycle::systems
 
 Systems for processing entity lifecycle transitions.
 
 ## Overview
 
 This module provides systems that process lifecycle-related components each frame. The primary system handles delayed component activation by decrementing timers and enabling components when their delay expires.
 
 ## Key Classes
 
 | Class | Purpose |
 |-------|---------|
 | `DelayedComponentEnablerSystem` | Processes delayed activations each frame |
 
 ## System Behavior
 
 Each frame, the system:
 1 Iterates all entities with `DelayedComponentEnabler`
 2 Decrements each deferred component's timer by `deltaTime`
 3 Enables components whose timers reach zero
 4 Removes activated entries from the deferred list
 
 ## Scheduling
 
 Schedule in the gameplay phase after spawn systems but before collision/physics:
 
 ```cpp
 gameLoop.addSystem<DelayedComponentEnablerSystem>(Phase::Gameplay);
 ```
 
 ---
 <details>
 <summary>Doxygen</summary><p>
 @namespace helios::engine::mechanics::lifecycle::systems
 @brief Systems for processing entity lifecycle transitions.
 @details Provides frame-based processing of delayed activations and lifecycle state changes.
 </p></details>

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