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R-Type
R-Type project
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Public Member Functions | |
| Component (std::shared_ptr< GameObject > &go, std::string const &name) | |
| Component (GameObject &go, std::string const &name) | |
| void | __update (bool runDisplay=true) |
| function call by KapEngine to update your component More... | |
| bool | __setId (std::size_t i) |
| function call by KapEngine to init your component More... | |
| GameObject & | getGameObject () const |
| Get the Game Object object. More... | |
| std::size_t | getGameObjectId () const |
| virtual void | onInit () override |
| call on component init More... | |
| virtual void | onAwake () override |
| call component awake More... | |
| virtual void | onStart () override |
| call component start More... | |
| virtual void | onUpdate () override |
| call each frame | |
| virtual void | onFixedUpdate () override |
| call eachv x ms More... | |
| virtual void | onDisplay () override |
| use to display some things this function is call after all updates fucntion | |
| virtual void | onTriggerEnter (std::shared_ptr< GameObject > go) override |
| something enter in object More... | |
| virtual void | onTriggerStay (std::shared_ptr< GameObject > go) override |
| something stay in object More... | |
| virtual void | onTriggerExit (std::shared_ptr< GameObject > go) override |
| something out of object More... | |
| virtual void | onMouseEnter () override |
| called when mouse enter object More... | |
| virtual void | onMouseStay () override |
| called when mouse stay on object More... | |
| virtual void | onMouseExit () override |
| called when mouse leave object More... | |
| virtual bool | checkComponentValidity () override |
| Check you component is runnable With this function you can add some conditions to make your component runnable or not. More... | |
| virtual void | onGameQuit () override |
| call when game is turn off More... | |
| virtual void | onDestroy () override |
| call when component destroyed More... | |
| virtual void | onDisable () override |
| call when GameObject is disable after being enable More... | |
| virtual void | onEnable () override |
| call when GameObject is enable after being disable More... | |
| virtual void | onSceneUpdated () override |
| call when scene is updated (not threaded) More... | |
| virtual void | onSceneGonnaUpdated () override |
| call when scene will update (not threaded) More... | |
| virtual void | onSceneChanged () override |
| call when scene is changed More... | |
| std::size_t | getLevel () const |
| Get the Level component. More... | |
| void | setLevel (std::size_t lvl) |
| Set the Level object. More... | |
| bool | isEnable () const |
| return if component is enable More... | |
| bool | isDisable () const |
| return if component is disbale More... | |
| void | setActive (bool b) |
| Set the active status of component if true : component is active else component is disable. More... | |
| std::string | getName () const |
| Get the component name. More... | |
| void | __engineStop () |
| int | getThreadRunning () const |
| Get the Thread Running index index of thread component. More... | |
| Events::Input | getInput () |
| Get input events. More... | |
| Events::Mouse | getMouse () |
| Get mouse events. More... | |
| void | addRequireComponent (std::string const &componentName) |
| Add require component If your component need another component to work, you can add it's name with this function. Without the component require this component cannot run. More... | |
| void | __fixedUpdate () |
| void | __awake () |
| check awake validity More... | |
| Transform & | getTransform () |
| Get the Transform component. More... | |
| std::size_t | getId () const |
| Get the Id of component. More... | |
| void | __setPhysics (bool b) |
| set if it is a physic component if component is a physic component then it will be updated in physic thread if engine is threaded More... | |
| bool | __isPhysics () const |
| check if component is a physic component More... | |
| void | __sceneChanged () |
| SceneManagement::Scene & | getScene () const |
| KEngine & | getEngine () const |
Protected Attributes | |
| std::string | _name |
| Component name. | |
| void KapEngine::Component::__awake | ( | ) |
check awake validity
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inline |
| void KapEngine::Component::__fixedUpdate | ( | ) |
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inline |
check if component is a physic component
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inline |
function call by KapEngine to init your component
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inline |
set if it is a physic component if component is a physic component then it will be updated in physic thread if engine is threaded
| b |
| void KapEngine::Component::__update | ( | bool | runDisplay = true | ) |
function call by KapEngine to update your component
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inline |
Add require component If your component need another component to work, you can add it's name with this function. Without the component require this component cannot run.
| componentName |
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inlineoverridevirtual |
Check you component is runnable With this function you can add some conditions to make your component runnable or not.
Implements KapEngine::IComponent.
Reimplemented in KapEngine::UI::Text, KapEngine::UI::Canvas, and KapEngine::UI::Image.
| GameObject & KapEngine::Component::getGameObject | ( | ) | const |
Get the Game Object object.
| KapEngine::Errors::ComponentError | if the object does not exist in scene |
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inline |
Get the Id of component.
| KapEngine::Events::Input KapEngine::Component::getInput | ( | ) |
Get input events.
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inline |
Get the Level component.
the level gives call priority to the component. The higher the level, the sooner it will be updated
| KapEngine::Events::Mouse KapEngine::Component::getMouse | ( | ) |
Get mouse events.
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inline |
Get the component name.
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inline |
Get the Thread Running index index of thread component.
| KapEngine::Transform & KapEngine::Component::getTransform | ( | ) |
Get the Transform component.
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inline |
return if component is disbale
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inline |
return if component is enable
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inlineoverridevirtual |
call component awake
will be called at runtime when the scene is first loaded or when another scene has been loaded before.
Implements KapEngine::IComponent.
Reimplemented in KapEngine::UI::Text, RType::NetStatViewer, KapEngine::UI::Image, RType::MenuCampaignSelector, KapMirror::NetworkManager, RType::CampaignGenerator, KapEngine::Transform, RType::ConvertEnum, RType::ChangeKey, KapMirror::NetworkComponent, and RType::MenuVolume.
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inlineoverridevirtual |
call when component destroyed
Implements KapEngine::IComponent.
Reimplemented in KapMirror::Experimental::NetworkStatistics, and KapMirror::NetworkComponent.
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inlineoverridevirtual |
call when GameObject is disable after being enable
Implements KapEngine::IComponent.
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inlineoverridevirtual |
call when GameObject is enable after being disable
Implements KapEngine::IComponent.
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inlineoverridevirtual |
call eachv x ms
Implements KapEngine::IComponent.
Reimplemented in KapEngine::Animator, RType::PlayerController, RType::NetStatViewer, KapMirror::NetworkManager, KapEngine::UI::Inputfield, RType::CampaignGenerator, KapEngine::Animation, RType::Bullet, RType::EnemyController, RType::HowToPlayAnimation, RType::MapManager, RType::TentaclesBossEnemy, and RType::BoubouleEnemy.
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inlineoverridevirtual |
call when game is turn off
Implements KapEngine::IComponent.
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inlineoverridevirtual |
call on component init
will be called during the component creation process. Be advised that some engine features cannot be used in this function.
Implements KapEngine::IComponent.
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inlineoverridevirtual |
called when mouse enter object
Implements KapEngine::IComponent.
Reimplemented in KapEngine::UI::Inputfield, and KapEngine::UI::Button.
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inlineoverridevirtual |
called when mouse leave object
Implements KapEngine::IComponent.
Reimplemented in KapEngine::UI::Inputfield, and KapEngine::UI::Button.
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inlineoverridevirtual |
called when mouse stay on object
Implements KapEngine::IComponent.
Reimplemented in KapEngine::UI::Inputfield, and KapEngine::UI::Button.
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inlineoverridevirtual |
call when scene is changed
Implements KapEngine::IComponent.
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inlineoverridevirtual |
call when scene will update (not threaded)
Implements KapEngine::IComponent.
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inlineoverridevirtual |
call when scene is updated (not threaded)
Implements KapEngine::IComponent.
Reimplemented in RType::EnemyController, and KapEngine::Collider.
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inlineoverridevirtual |
call component start
will be called when the scene is loaded or when its KapEngine::GameObject is active after it is disabled
Implements KapEngine::IComponent.
Reimplemented in KapEngine::Animator, KapMirror::Experimental::NetworkStatistics, RType::PlayerController, RType::Bullet, RType::LobbyMenuManager, RType::GameMenuManager, RType::RtypeNetworkManager, and RType::PlayerSkin.
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inlineoverridevirtual |
something enter in object
Implements KapEngine::IComponent.
Reimplemented in RType::PlayerController, and RType::EnemyController.
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inlineoverridevirtual |
something out of object
Implements KapEngine::IComponent.
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inlineoverridevirtual |
something stay in object
Implements KapEngine::IComponent.
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inline |
Set the active status of component if true : component is active else component is disable.
| b |
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inline |
Set the Level object.
the level gives call priority to the component. The higher the level, the sooner it will be updated
| lvl |