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SystemChain

Struct SystemChain 

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pub struct SystemChain { /* private fields */ }
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A sequence of systems built with Chain::chain — e.g. (spawn_enemies, move_enemies, render).chain() — that forces each system to run strictly after the one before it in the tuple, on top of whatever .after(...)/.before(...)/.priority(...) is applied to the chain as a whole. Register it with Schedule::add_systems (not add_system — a chain is more than one system).

.after/.before on a chain only need to constrain its first/last system respectively — every other member already transitively depends on that one through the chain’s own internal ordering. .priority instead applies to every member, since each one competes for its own slot in the schedule as it individually becomes eligible to run, not just the first.

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impl SystemChain

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pub fn after<S2, P2>(self, _other: S2) -> Self
where S2: IntoSystem<P2> + 'static,

Constrains the whole chain to run after other — see SystemConfig::after.

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pub fn before<S2, P2>(self, _other: S2) -> Self
where S2: IntoSystem<P2> + 'static,

Constrains the whole chain to run before other — see SystemConfig::before.

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pub fn priority(self, priority: i32) -> Self

Sets every system in the chain to this priority — see SystemConfig::priority.

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