#include #include using namespace Ubpa::UECS; using namespace Ubpa; using namespace std; struct A {}; struct B {}; struct C {}; struct D {}; struct E {}; struct F {}; struct G {}; struct MySystem { static void OnUpdate(Schedule& schedule) { ArchetypeFilter filter; filter.all = { AccessTypeID_of }; filter.any = { AccessTypeID_of, AccessTypeID_of }; filter.none = { TypeID_of }; schedule.RegisterEntityJob( [](LastFrame a, Write b, Latest c) {}, "System Func", true, filter ); } }; int main() { World w; w.entityMngr.cmptTraits.Register(); w.systemMngr.RegisterAndActivate(); w.entityMngr.Create(Ubpa::TypeIDs_of); w.Update(); cout << w.DumpUpdateJobGraph() << endl; cout << w.GenUpdateFrameGraph().Dump() << endl; return 0; }