/** * Represents a base class for all game systems. A game system is a class that updates the * state of the game world on each frame. */ import { Object3D } from 'three'; import { QueryManager } from 'elics/lib/QueryManager'; import { RigidbodyOptions } from '../physics/Rigidbody'; import { System } from 'elics'; import { World } from './World'; export declare const PRIVATE: unique symbol; /** * A base class for all game systems. A game system is a class that updates the * state of the game world on each frame. */ export declare class GameSystem extends System { /** @ignore */ [PRIVATE]: { isImmersive: boolean; justEnteredXR: boolean; justExitedXR: boolean; isXRGameSystem: boolean; update: (delta: number, time: number) => void; }; get player(): import("..").Player; get scene(): import("three").Scene; get camera(): import("three").Camera; get renderer(): import("three").WebGLRenderer; get globals(): Map; get physics(): import("..").Physics; get assetManager(): import("..").AssetManager; get audioManager(): import("..").AudioManager; get justEnteredXR(): boolean; get justExitedXR(): boolean; createGameObject(parent?: Object3D): import("./GameObject").GameObject; createRigidbody(options: RigidbodyOptions, parent?: Object3D): import("../physics/Rigidbody").Rigidbody; } /** * A game system that only updates when the app is in immersive mode. */ export declare class XRGameSystem extends GameSystem { constructor(world: World, queryManager: QueryManager, priority?: number); } //# sourceMappingURL=GameSystem.d.ts.map