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Merge pull request #5 from AridTag/patch-1
Remove redundant paragraph from systems.md
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docs/systems.md

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@@ -10,8 +10,6 @@ This is where it gets interesting, so we have multiple flavours of systems depen
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All systems have the notion of a `Group` which describes what entities to target out of the pool, so you don't need to do much other than setup the right groupings and implement the methods for the interfaces.
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One other thing worth mentioning is that you can implement many of the interfaces in one class if you wish, so if you want an `ISetupSystem` and an `ITeardownSystem` implemented in the same class, you can do so and it will all just work, so implement as much or as little as you wish for your scenarios.
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### ISetupSystem
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This interface implies that you want to setup entities, so it will match all entities via the group and will run a `Setup` method once for each of the entities. This is primarily there for doing one off setup methods on entities, such as instantiating `GameObject` or complex object types.
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2. Implementations of `IReactToEntitySystem`
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3. Other Systems
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However within those groupings it will load the systems in whatever order Zenject (assuming you are using it) provides them, however there is a way to enforce some level of priority by applying the `[Priority(1)]` attribute, this allows you to specify the priority of how systems should be loaded. The ordering will be from lowest to highest so if you have a priority of 1 it will load before a system with a priority of 10.
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However within those groupings it will load the systems in whatever order Zenject (assuming you are using it) provides them, however there is a way to enforce some level of priority by applying the `[Priority(1)]` attribute, this allows you to specify the priority of how systems should be loaded. The ordering will be from lowest to highest so if you have a priority of 1 it will load before a system with a priority of 10.

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