i6engine
1.0
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destroys the owning game object after given lifetime For creating a LifetimeComponent, these keys are possible:
Name | Required | Type | Description | Public |
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lifetime | yes | uint64_t | time until this GameObject will be destroyed | yes |
#include <D:/Projekte/i6engine/libs/i6engine-modules/include/i6engine/api/components/LifetimeComponent.h>
Public Member Functions | |
LifetimeComponent (const int64_t id, const attributeMap ¶ms) | |
This GameObject will be deleted after lifetime milliseconds after creation. More... | |
~LifetimeComponent () | |
void | dead () |
Called when the time for this GameObject is over. More... | |
void | instantKill () |
Instant kill. More... | |
attributeMap | synchronize () const override |
synchronizes the Components state More... | |
std::string | getTemplateName () const override |
returns the name this template was registered with More... | |
std::vector< componentOptions > | getComponentOptions () override |
returns a vector containing all options of the Component being readable and writeable in the editor More... | |
Public Member Functions inherited from i6e::api::Component | |
Component () | |
Constructor for Component. More... | |
Component (const int64_t id, const attributeMap ¶ms) | |
Constructor for Component. More... | |
virtual | ~Component () |
Destructor of Component. Must be implemented in derived class. More... | |
void | setOwnerGO (const WeakGOPtr &objGo) |
Sets the GameObject that owns this Component. More... | |
GOPtr | getOwnerGO () |
Get the GameObject that owns this Component. More... | |
uint32_t | getComponentID () const |
Returns the component identification string. More... | |
uint32_t | getFamilyID () const |
Returns the family identification string. More... | |
std::string | getIdentifier () const |
Returns the family identification string. More... | |
void | setDie () const |
component will be deleted soon More... | |
int64_t | getID () const |
returns the id of the component More... | |
virtual void | News (const GameMessage::Ptr &msg) |
Receives messages for this component override this function, if you expect messages. More... | |
void | setSync (bool b) |
sets whether this object has to be synchronized or not More... | |
bool | getSync () const |
void | enableTicking (bool allowTicking) const |
triggers doEnableTicking threadsafe More... | |
virtual std::pair< AddStrategy, int64_t > | howToAdd (const ComPtr &comp) const |
asks, how to handle a new component with the same type More... | |
void | setSelf (const WeakComPtr &self) |
sets weak_ptr on self for registration of ticker More... | |
std::vector< ComPtr > | getSubComponents () const |
returns all SubComponents attached to this Component More... | |
Additional Inherited Members | |
Static Public Member Functions inherited from i6e::api::Component | |
template<typename T > | |
static ComPtr | createC (const int64_t id, const attributeMap ¶ms) |
Protected Member Functions inherited from i6e::api::Component | |
void | addTicker () |
adds this component to ticklist More... | |
void | removeTicker () |
removes this component from ticklist More... | |
void | doEnableTicking (bool allowTicking) |
sets ticking status for this Component per default all Components are allowed to tick and calling addTicker will start ticking, but in some cases, e.g. for level editor, ticking has to be disabled and just a few components are allowed to tick More... | |
Protected Attributes inherited from i6e::api::Component | |
int64_t | _objOwnerID |
ID of the GameObject that owns this Component. More... | |
WeakGOPtr | _objOwnerGO |
Owning GameObject. More... | |
uint32_t | _objComponentID |
Component ID of the Component. More... | |
uint32_t | _objFamilyID |
Family ID of the Component. More... | |
std::vector< ComPtr > | _subComps |
vector containing the other componetns of the same type if this is the dispatcher component More... | |
std::string | _identifier |
identifies the subcomponent More... | |
int64_t | _id |
id of this component More... | |
bool | _sync |
WeakComPtr | _self |
a weak_ptr on the own shared_ptr More... | |
bool | _tickingAllowed |
status if this object is allowed to tick or not More... | |
bool | _wantsToTick |
stores if a Component which isn't allowed to tick want to tick, so it can start ticking when ticking will be allowed More... | |
bool | _isTicking |
stores whether this Component is actually ticking More... | |
destroys the owning game object after given lifetime For creating a LifetimeComponent, these keys are possible:
Name | Required | Type | Description | Public |
---|---|---|---|---|
lifetime | yes | uint64_t | time until this GameObject will be destroyed | yes |
Definition at line 41 of file LifetimeComponent.h.
i6e::api::LifetimeComponent::LifetimeComponent | ( | const int64_t | id, |
const attributeMap & | params | ||
) |
This GameObject will be deleted after lifetime milliseconds after creation.
[in] | lifetime | milliseconds until deletion |
i6e::api::LifetimeComponent::~LifetimeComponent | ( | ) |
void i6e::api::LifetimeComponent::dead | ( | ) |
Called when the time for this GameObject is over.
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overridevirtual |
returns a vector containing all options of the Component being readable and writeable in the editor
Implements i6e::api::Component.
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inlineoverridevirtual |
returns the name this template was registered with
Implements i6e::api::Component.
Definition at line 66 of file LifetimeComponent.h.
void i6e::api::LifetimeComponent::instantKill | ( | ) |
Instant kill.
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overridevirtual |
synchronizes the Components state
Implements i6e::api::Component.