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R-Type
R-Type project
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Public Member Functions | |
| virtual void | onInit ()=0 |
| call on component init More... | |
| virtual void | onAwake ()=0 |
| call component awake More... | |
| virtual void | onStart ()=0 |
| call component start More... | |
| virtual void | onUpdate ()=0 |
| call each frame | |
| virtual void | onFixedUpdate ()=0 |
| call eachv x ms More... | |
| virtual void | onDisplay ()=0 |
| use to display some things this function is call after all updates fucntion | |
| virtual void | onTriggerEnter (std::shared_ptr< GameObject > go)=0 |
| something enter in object More... | |
| virtual void | onTriggerStay (std::shared_ptr< GameObject > go)=0 |
| something stay in object More... | |
| virtual void | onTriggerExit (std::shared_ptr< GameObject > go)=0 |
| something out of object More... | |
| virtual void | onMouseEnter ()=0 |
| called when mouse enter object More... | |
| virtual void | onMouseStay ()=0 |
| called when mouse stay on object More... | |
| virtual void | onMouseExit ()=0 |
| called when mouse leave object More... | |
| virtual bool | checkComponentValidity ()=0 |
| Check you component is runnable With this function you can add some conditions to make your component runnable or not. More... | |
| virtual void | onDestroy ()=0 |
| call when component destroyed More... | |
| virtual void | onGameQuit ()=0 |
| call when game is turn off More... | |
| virtual void | onDisable ()=0 |
| call when GameObject is disable after being enable More... | |
| virtual void | onEnable ()=0 |
| call when GameObject is enable after being disable More... | |
| virtual void | onSceneUpdated ()=0 |
| call when scene is updated (not threaded) More... | |
| virtual void | onSceneGonnaUpdated ()=0 |
| call when scene will update (not threaded) More... | |
| virtual void | onSceneChanged ()=0 |
| call when scene is changed More... | |
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pure virtual |
Check you component is runnable With this function you can add some conditions to make your component runnable or not.
Implemented in KapEngine::UI::Text, KapEngine::Component, KapEngine::UI::Canvas, and KapEngine::UI::Image.
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pure virtual |
call component awake
will be called at runtime when the scene is first loaded or when another scene has been loaded before.
Implemented in KapEngine::UI::Text, KapEngine::Component, 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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pure virtual |
call when component destroyed
Implemented in KapEngine::Component, KapMirror::Experimental::NetworkStatistics, and KapMirror::NetworkComponent.
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pure virtual |
call when GameObject is disable after being enable
Implemented in KapEngine::Component.
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pure virtual |
call when GameObject is enable after being disable
Implemented in KapEngine::Component.
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pure virtual |
call eachv x ms
Implemented in KapEngine::Component, 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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pure virtual |
call when game is turn off
Implemented in KapEngine::Component.
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pure virtual |
call on component init
will be called during the component creation process. Be advised that some engine features cannot be used in this function.
Implemented in KapEngine::Component.
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pure virtual |
called when mouse enter object
Implemented in KapEngine::Component, KapEngine::UI::Inputfield, and KapEngine::UI::Button.
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pure virtual |
called when mouse leave object
Implemented in KapEngine::Component, KapEngine::UI::Inputfield, and KapEngine::UI::Button.
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pure virtual |
called when mouse stay on object
Implemented in KapEngine::Component, KapEngine::UI::Inputfield, and KapEngine::UI::Button.
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pure virtual |
call when scene is changed
Implemented in KapEngine::Component.
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pure virtual |
call when scene will update (not threaded)
Implemented in KapEngine::Component.
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pure virtual |
call when scene is updated (not threaded)
Implemented in KapEngine::Component, RType::EnemyController, and KapEngine::Collider.
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pure virtual |
call component start
will be called when the scene is loaded or when its KapEngine::GameObject is active after it is disabled
Implemented in KapEngine::Component, KapEngine::Animator, KapMirror::Experimental::NetworkStatistics, RType::PlayerController, RType::Bullet, RType::LobbyMenuManager, RType::GameMenuManager, RType::RtypeNetworkManager, and RType::PlayerSkin.
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pure virtual |
something enter in object
Implemented in RType::PlayerController, RType::EnemyController, and KapEngine::Component.
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pure virtual |
something out of object
Implemented in KapEngine::Component.
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pure virtual |
something stay in object
Implemented in KapEngine::Component.