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FlickerSystem

Modulates active light intensities ahead of the lighting render pass utilizing deterministic layered sine waves.

Writes PointLightComponent.currentIntensity and ConeLightComponent.currentIntensity, so it must run before the LightingSystem rasterizes the frame.

Hierarchy

Index

Constructors

constructor

Properties

publicreadonlysystemType

systemType: Update = SystemType.Update

Determine whether the system is called in the SystemType.Update or the SystemType.Draw phase. Update is first, then Draw.

staticpriority

priority: 0 = SystemPriority.Average

System can execute in priority order, by default all systems are priority 0. Lower values indicated higher priority. For a system to execute before all other a lower priority value (-1 for example) must be set. For a system to execute after all other a higher priority value (10 for example) must be set.

Methods

publicinitialize

  • initialize(world: World): void
  • Optionally specify an initialize handler


    Parameters

    Returns void

optionalinheritedpostupdate

  • postupdate(scene: Scene, elapsed: number): void
  • Optionally run a postupdate after the system processes matching entities


    Parameters

    • scene: Scene
    • elapsed: number

      Time in milliseconds since the last frame

    Returns void

optionalinheritedpreupdate

  • preupdate(scene: Scene, elapsed: number): void
  • Optionally run a preupdate before the system processes matching entities


    Parameters

    • scene: Scene
    • elapsed: number

      Time in milliseconds since the last frame

    Returns void

publicupdate

  • update(elapsed: number): void
  • Update all entities that match this system's types


    Parameters

    • elapsed: number

      Time in milliseconds

    Returns void