/** * The schedule that contains the app logic that is evaluated each tick of [`App::update()`]. * * By default, it will run the following schedules in the given order: * * On the first run of the schedule (and only on the first run), it will run: * * [`PreStartup`] * * [`Startup`] * * [`PostStartup`] * * Then it will run: * * [`First`] * * [`PreUpdate`] * * [`StateTransition`] * * [`RunFixedUpdateLoop`] * * This will run [`FixedUpdate`] zero to many times, based on how much time has elapsed. * * [`Update`] * * [`PostUpdate`] * * [`Last`] */ /** * The schedule that runs before [`Startup`]. */ export declare const PreStartUp: import("@lastolivegames/becsy").SystemGroup; /** * The schedule that runs once when the app starts. */ export declare const StartUp: import("@lastolivegames/becsy").SystemGroup; /** * The schedule that runs once after [`Startup`]. */ export declare const PostStartUp: import("@lastolivegames/becsy").SystemGroup; /** * Runs first in the schedule. */ export declare const First: import("@lastolivegames/becsy").SystemGroup; /** * The schedule that contains logic that must run before [`Update`]. For example, a system that reads raw keyboard * input OS events into an `Events` resource. This enables systems in [`Update`] to consume the events from the `Events` * resource without actually knowing about (or taking a direct scheduler dependency on) the "os-level keyboard event system". * * [`PreUpdate`] exists to do "engine/plugin preparation work" that ensures the APIs consumed in [`Update`] are "ready". * [`PreUpdate`] abstracts out "pre work implementation details". * * See the [`Main`] schedule for some details about how schedules are run. */ export declare const PreUpdate: import("@lastolivegames/becsy").SystemGroup; /** * The schedule that contains app logic. */ export declare const Update: import("@lastolivegames/becsy").SystemGroup; /** * The schedule that contains logic that must run after [`Update`]. For example, synchronizing "local transforms" in a hierarchy * to "global" absolute transforms. This enables the [`PostUpdate`] transform-sync system to react to "local transform" changes in * [`Update`] without the [`Update`] systems needing to know about (or add scheduler dependencies for) the "global transform sync system". * * [`PostUpdate`] exists to do "engine/plugin response work" to things that happened in [`Update`]. * [`PostUpdate`] abstracts out "implementation details" from users defining systems in [`Update`]. * * See the [`Main`] schedule for some details about how schedules are run. */ export declare const PostUpdate: import("@lastolivegames/becsy").SystemGroup; /** * Runs last in the schedule. */ export declare const Last: import("@lastolivegames/becsy").SystemGroup;