i6engine
1.0
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Component used for moving through the world requires both, a MovementComponent and a NavigationComponent to know how to move and get the route. More...
#include <D:/Projekte/i6engine/libs/i6engine-modules/include/i6engine/api/components/MoveComponent.h>
Public Member Functions | |
MoveComponent (const int64_t id, const attributeMap ¶ms) | |
~MoveComponent () | |
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... | |
void | navigate (const Vec3 &to) |
moves GameObject from current position to target position More... | |
void | navigate (const std::string &to) |
moves GameObject from current position to target waypoint 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... | |
Component used for moving through the world requires both, a MovementComponent and a NavigationComponent to know how to move and get the route.
Definition at line 41 of file MoveComponent.h.
i6e::api::MoveComponent::MoveComponent | ( | const int64_t | id, |
const attributeMap & | params | ||
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i6e::api::MoveComponent::~MoveComponent | ( | ) |
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inlineoverridevirtual |
returns a vector containing all options of the Component being readable and writeable in the editor
Implements i6e::api::Component.
Definition at line 52 of file MoveComponent.h.
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inlineoverridevirtual |
returns the name this template was registered with
Implements i6e::api::Component.
Definition at line 48 of file MoveComponent.h.
void i6e::api::MoveComponent::navigate | ( | const Vec3 & | to | ) |
moves GameObject from current position to target position
void i6e::api::MoveComponent::navigate | ( | const std::string & | to | ) |
moves GameObject from current position to target waypoint
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overridevirtual |
synchronizes the Components state
Implements i6e::api::Component.