pub use System;
use ;
use crateEntityManager;
use crateSystemParamAccessor;
use cratePropertyId;
/// A `System` is a process that operates over a subset of entities, generally with known
/// `Component`s. This is how `Component`s are able to interact with each other. External
/// information is able to be passed into the `System` via `SystemParamAccessor`.
///
/// Note: All user-defined `SystemParam`s must derive this trait via `#[derive(System)]`.