8 #ifndef ICOMPONENT_HPP_
9 #define ICOMPONENT_HPP_
73 virtual void onTriggerStay(std::shared_ptr<GameObject> go) = 0;
79 virtual void onTriggerExit(std::shared_ptr<GameObject> go) = 0;
virtual void onUpdate()=0
call each frame
virtual void onDestroy()=0
call when component destroyed
virtual void onAwake()=0
call component awake
virtual void onInit()=0
call on component init
virtual void onTriggerEnter(std::shared_ptr< GameObject > go)=0
something enter in object
virtual void onSceneChanged()=0
call when scene is changed
Definition: IComponent.hpp:19
virtual void onTriggerExit(std::shared_ptr< GameObject > go)=0
something out of object
virtual void onSceneGonnaUpdated()=0
call when scene will update (not threaded)
virtual void onFixedUpdate()=0
call eachv x ms
virtual void onSceneUpdated()=0
call when scene is updated (not threaded)
virtual void onTriggerStay(std::shared_ptr< GameObject > go)=0
something stay in object
virtual bool checkComponentValidity()=0
Check you component is runnable With this function you can add some conditions to make your component...
virtual void onMouseEnter()=0
called when mouse enter object
virtual void onDisplay()=0
use to display some things this function is call after all updates fucntion
virtual void onEnable()=0
call when GameObject is enable after being disable
virtual void onMouseExit()=0
called when mouse leave object
virtual void onStart()=0
call component start
main namespace
Definition: Component.hpp:17
virtual void onGameQuit()=0
call when game is turn off
virtual void onDisable()=0
call when GameObject is disable after being enable
virtual void onMouseStay()=0
called when mouse stay on object