Engine API Reference - v2.6.1
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    Class ComponentSystemRegistry

    The ComponentSystemRegistry manages the instances of an application's ComponentSystems. AppBase maintains a single instance of this class which can be accessed via AppBase#systems.

    // Set the gravity to zero
    app.systems.rigidbody.gravity = new pc.Vec3(0, 0, 0);

    // Set the volume to 50%
    app.systems.sound.volume = 0.5;

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    anim: undefined | AnimComponentSystem

    Gets the AnimComponentSystem from the registry.

    animation: undefined | AnimationComponentSystem

    Gets the AnimationComponentSystem from the registry.

    audiolistener: undefined | AudioListenerComponentSystem

    Gets the AudioListenerComponentSystem from the registry.

    button: undefined | ButtonComponentSystem

    Gets the ButtonComponentSystem from the registry.

    camera: undefined | CameraComponentSystem

    Gets the CameraComponentSystem from the registry.

    collision: undefined | CollisionComponentSystem

    Gets the CollisionComponentSystem from the registry.

    element: undefined | ElementComponentSystem

    Gets the ElementComponentSystem from the registry.

    layoutchild: undefined | LayoutChildComponentSystem

    Gets the LayoutChildComponentSystem from the registry.

    layoutgroup: undefined | LayoutGroupComponentSystem

    Gets the LayoutGroupComponentSystem from the registry.

    light: undefined | LightComponentSystem

    Gets the LightComponentSystem from the registry.

    model: undefined | ModelComponentSystem

    Gets the ModelComponentSystem from the registry.

    particlesystem: undefined | ParticleSystemComponentSystem

    Gets the ParticleSystemComponentSystem from the registry.

    render: undefined | RenderComponentSystem

    Gets the RenderComponentSystem from the registry.

    rigidbody: undefined | RigidBodyComponentSystem

    Gets the RigidBodyComponentSystem from the registry.

    screen: undefined | ScreenComponentSystem

    Gets the ScreenComponentSystem from the registry.

    script: undefined | ScriptComponentSystem

    Gets the ScriptComponentSystem from the registry.

    scrollbar: undefined | ScrollbarComponentSystem

    Gets the ScrollbarComponentSystem from the registry.

    scrollview: undefined | ScrollViewComponentSystem

    Gets the ScrollViewComponentSystem from the registry.

    sound: undefined | SoundComponentSystem

    Gets the SoundComponentSystem from the registry.

    sprite: undefined | SpriteComponentSystem

    Gets the SpriteComponentSystem from the registry.

    Methods

    • Fire an event, all additional arguments are passed on to the event listener.

      Parameters

      • name: string

        Name of event to fire.

      • Optionalarg1: any

        First argument that is passed to the event handler.

      • Optionalarg2: any

        Second argument that is passed to the event handler.

      • Optionalarg3: any

        Third argument that is passed to the event handler.

      • Optionalarg4: any

        Fourth argument that is passed to the event handler.

      • Optionalarg5: any

        Fifth argument that is passed to the event handler.

      • Optionalarg6: any

        Sixth argument that is passed to the event handler.

      • Optionalarg7: any

        Seventh argument that is passed to the event handler.

      • Optionalarg8: any

        Eighth argument that is passed to the event handler.

      Returns EventHandler

      Self for chaining.

      obj.fire('test', 'This is the message');
      
    • Test if there are any handlers bound to an event name.

      Parameters

      • name: string

        The name of the event to test.

      Returns boolean

      True if the object has handlers bound to the specified event name.

      obj.on('test', () => {}); // bind an event to 'test'
      obj.hasEvent('test'); // returns true
      obj.hasEvent('hello'); // returns false
    • Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.

      Parameters

      • Optionalname: string

        Name of the event to unbind.

      • Optionalcallback: HandleEventCallback

        Function to be unbound.

      • Optionalscope: any

        Scope that was used as the this when the event is fired.

      Returns EventHandler

      Self for chaining.

      const handler = () => {};
      obj.on('test', handler);

      obj.off(); // Removes all events
      obj.off('test'); // Removes all events called 'test'
      obj.off('test', handler); // Removes all handler functions, called 'test'
      obj.off('test', handler, this); // Removes all handler functions, called 'test' with scope this
    • Attach an event handler to an event.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: any = ...

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      Can be used for removing event in the future.

      obj.on('test', (a, b) => {
      console.log(a + b);
      });
      obj.fire('test', 1, 2); // prints 3 to the console
      const evt = obj.on('test', (a, b) => {
      console.log(a + b);
      });
      // some time later
      evt.off();
    • Attach an event handler to an event. This handler will be removed after being fired once.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: any = ...

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      • can be used for removing event in the future.
      obj.once('test', (a, b) => {
      console.log(a + b);
      });
      obj.fire('test', 1, 2); // prints 3 to the console
      obj.fire('test', 1, 2); // not going to get handled