R-Type
R-Type project
KapEngine::IComponent Class Referenceabstract
Inheritance diagram for KapEngine::IComponent:
KapEngine::Component KapEngine::Animation KapEngine::Animator KapEngine::Camera KapEngine::Collider KapEngine::MouseDetector KapEngine::Transform KapEngine::UI::Button KapEngine::UI::Canvas KapEngine::UI::Image KapEngine::UI::Inputfield KapEngine::UI::Text KapMirror::Experimental::NetworkStatistics KapMirror::NetworkComponent KapMirror::NetworkIdentity KapMirror::NetworkManager RType::CampaignGenerator RType::ChangeKey RType::ConvertEnum RType::KeySelector RType::MapManager RType::MenuCampaignSelector RType::MenuVolume RType::NetStatViewer RType::UpdateStartGameKeys

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...
 

Member Function Documentation

◆ checkComponentValidity()

virtual bool KapEngine::IComponent::checkComponentValidity ( )
pure virtual

Check you component is runnable With this function you can add some conditions to make your component runnable or not.

Returns
true if your component is runnable
false if your component is not runnable

Implemented in KapEngine::UI::Text, KapEngine::Component, KapEngine::UI::Canvas, and KapEngine::UI::Image.

◆ onAwake()

void KapEngine::IComponent::onAwake ( )
pure virtual

◆ onDestroy()

virtual void KapEngine::IComponent::onDestroy ( )
pure virtual

◆ onDisable()

virtual void KapEngine::IComponent::onDisable ( )
pure virtual

call when GameObject is disable after being enable

Implemented in KapEngine::Component.

◆ onEnable()

virtual void KapEngine::IComponent::onEnable ( )
pure virtual

call when GameObject is enable after being disable

Implemented in KapEngine::Component.

◆ onFixedUpdate()

◆ onGameQuit()

virtual void KapEngine::IComponent::onGameQuit ( )
pure virtual

call when game is turn off

Implemented in KapEngine::Component.

◆ onInit()

void KapEngine::IComponent::onInit ( )
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.

Deprecated:

Implemented in KapEngine::Component.

◆ onMouseEnter()

virtual void KapEngine::IComponent::onMouseEnter ( )
pure virtual

called when mouse enter object

Implemented in KapEngine::Component, KapEngine::UI::Inputfield, and KapEngine::UI::Button.

◆ onMouseExit()

virtual void KapEngine::IComponent::onMouseExit ( )
pure virtual

called when mouse leave object

Implemented in KapEngine::Component, KapEngine::UI::Inputfield, and KapEngine::UI::Button.

◆ onMouseStay()

virtual void KapEngine::IComponent::onMouseStay ( )
pure virtual

called when mouse stay on object

Implemented in KapEngine::Component, KapEngine::UI::Inputfield, and KapEngine::UI::Button.

◆ onSceneChanged()

virtual void KapEngine::IComponent::onSceneChanged ( )
pure virtual

call when scene is changed

Implemented in KapEngine::Component.

◆ onSceneGonnaUpdated()

virtual void KapEngine::IComponent::onSceneGonnaUpdated ( )
pure virtual

call when scene will update (not threaded)

Implemented in KapEngine::Component.

◆ onSceneUpdated()

virtual void KapEngine::IComponent::onSceneUpdated ( )
pure virtual

call when scene is updated (not threaded)

Implemented in KapEngine::Component, RType::EnemyController, and KapEngine::Collider.

◆ onStart()

void KapEngine::IComponent::onStart ( )
pure virtual

◆ onTriggerEnter()

virtual void KapEngine::IComponent::onTriggerEnter ( std::shared_ptr< GameObject go)
pure virtual

something enter in object

Implemented in RType::PlayerController, RType::EnemyController, and KapEngine::Component.

◆ onTriggerExit()

virtual void KapEngine::IComponent::onTriggerExit ( std::shared_ptr< GameObject go)
pure virtual

something out of object

Implemented in KapEngine::Component.

◆ onTriggerStay()

virtual void KapEngine::IComponent::onTriggerStay ( std::shared_ptr< GameObject go)
pure virtual

something stay in object

Implemented in KapEngine::Component.


The documentation for this class was generated from the following file: