What you have in your engine is just the "Component-based" design, like anyone would see in Unity3D or other common engines. ECS, unlike EC, would not have any logic on components, and instead has that in Systems that enumerate Components. Please edit your engine's description and documentation to be less deceiving, it should not be the first google result for ECS game engine C#.
Was looking around the in source and I agree. There are no "systems". The general definition of an ECS requires a seperation of data (components) and logic (systems).
https://en.wikipedia.org/wiki/Entity_component_system
What you have in your engine is just the "Component-based" design, like anyone would see in Unity3D or other common engines. ECS, unlike EC, would not have any logic on components, and instead has that in Systems that enumerate Components. Please edit your engine's description and documentation to be less deceiving, it should not be the first google result for
ECS game engine C#
.