由 Unity 中玩家循环更新的单个系统的表示形式。
此结构表示玩家循环中的单个系统。系统可以是 Unity 的内置本机系统之一,您也可以使用 C# 新建自定义系统以添加到玩家循环中。只能通过调用 PlayerLoop.GetDefaultPlayerLoop 来检索本机系统,且不应修改其参数。
loopConditionFunction | 本机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 返回的其中一个 PlayerLoopSystem 进行复制。 |
subSystemList | 在玩家循环中作为此项的一部分运行的子系统列表。 |
type | 此属性用于标识该子系统所属的本机系统,或者获取要在性能分析器中显示的托管系统的名称。 |
updateDelegate | 托管委托。您可以设置此项,以在玩家循环中创建新的 C# 入口点。 |
updateFunction | 本机引擎系统。要获取此条件的有效值,您必须从 PlayerLoop.GetDefaultPlayerLoop 返回的其中一个 PlayerLoopSystem 进行复制。 |
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