When writing a game you'll eventually reach a point where you want to have more control over when certain Systems are executed, such as running them for specific States or pausing them when a certain condition is met. Right now you have these three options to achieve said control:
-
Custom GameData:
Store multiple
Dispatchers in a customGameData. EachDispatcherhas its own assignedSystems andStates determines whichDispatchers to run. -
State-specific Dispatcher:
A
Statecontains its ownDispatcherwith its ownSystems and theStatehandles the execution. -
Pausable Systems:
When registering a
Systemwith aDispatcher, specify the value of aResourceR. TheSystemruns only if theResourceequals that value. This allows for more selective enabling and disabling ofSystems.
This section contains guides that demonstrate each of these methods.