R-Type
R-Type project
RType::PlayerSkin Class Reference
Inheritance diagram for RType::PlayerSkin:
KapMirror::NetworkComponent KapEngine::Component KapEngine::IComponent

Public Member Functions

 PlayerSkin (std::shared_ptr< KapEngine::GameObject > _gameObject)
 
void setSkinId (int _skinId)
 
int getSkinId () const
 
void onStart () override
 call component start More...
 
void serialize (KapMirror::NetworkWriter &writer) override
 Serialize all the data from this component into payload.
 
void deserialize (KapMirror::NetworkReader &reader) override
 Deserialize all the data from payload into this component.
 
void onObjectUpdate () override
 Called when the object is spawned or updated.
 
- Public Member Functions inherited from KapMirror::NetworkComponent
 NetworkComponent (std::shared_ptr< KapEngine::GameObject > go, const std::string &name)
 
std::shared_ptr< NetworkServergetServer () const
 
std::shared_ptr< NetworkClientgetClient () const
 
void onAwake () override
 call component awake More...
 
void onDestroy () override
 call when component destroyed More...
 
bool isServer () const
 True if this object is on the server and has been spawned.
 
bool isClient () const
 True if this object is on the client and has been spawned by the server.
 
bool isLocal () const
 True if this object is not spawned by the server or the client. (is local object)
 
bool hasAuthority () const
 True on client if that component has been assigned to the client.
 
unsigned int getNetworkId () const
 The unique network Id of this object (unique at runtime).
 
virtual void onStartServer ()
 Like start(), but only called on server.
 
virtual void onStopServer ()
 Stop event, only called on server.
 
virtual void onStartClient ()
 Like start(), but only called on client.
 
virtual void onStopClient ()
 Stop event, only called on client.
 
void _setNetworkIdentity (NetworkIdentity *identity)
 
- Public Member Functions inherited from KapEngine::Component
 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...
 
GameObjectgetGameObject () const
 Get the Game Object object. More...
 
std::size_t getGameObjectId () const
 
virtual void onInit () override
 call on component init 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 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...
 
TransformgetTransform ()
 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::ScenegetScene () const
 
KEnginegetEngine () const
 

Additional Inherited Members

- Protected Attributes inherited from KapMirror::NetworkComponent
NetworkIdentitynetworkIdentity = nullptr
 
- Protected Attributes inherited from KapEngine::Component
std::string _name
 Component name.
 

Member Function Documentation

◆ onStart()

void PlayerSkin::onStart ( )
overridevirtual

call component start

will be called when the scene is loaded or when its KapEngine::GameObject is active after it is disabled

Reimplemented from KapEngine::Component.


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