i6engine
1.0
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This class is needed on every GameObject with: TRIGGER The shatter() method is called for detected collisions. More...
#include <D:/Projekte/i6engine/libs/i6engine-modules/include/i6engine/api/components/ShatterComponent.h>
Public Member Functions | |
ShatterComponent (int64_t id, const attributeMap ¶ms) | |
Constructor of the component with a given id. More... | |
virtual | ~ShatterComponent () |
Destructor of the component. More... | |
virtual void | Init () override |
Initializes the Component. More... | |
void | resetRespawn () |
virtual void | shatter (const GOPtr &other)=0 |
Is called after a collision is detected. More... | |
virtual void | News (const GameMessage::Ptr &msg) override |
Receives messages for this component. More... | |
virtual attributeMap | synchronize () const override |
synchronizes the Components state 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... | |
virtual void | Tick () |
Components can have Tick method like normal Subsystems this method is called by the ObjectController during every Tick if the component registered itself at the ObjectFacade. More... | |
void | setDie () const |
component will be deleted soon More... | |
int64_t | getID () const |
returns the id of the component More... | |
virtual void | Finalize () |
finalizes the component 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... | |
virtual std::string | getTemplateName () const =0 |
returns the name this template was registered with More... | |
virtual std::vector< componentOptions > | getComponentOptions ()=0 |
returns a vector containing all options of the Component being readable and writeable in the editor 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... | |
This class is needed on every GameObject with: TRIGGER The shatter() method is called for detected collisions.
Definition at line 42 of file ShatterComponent.h.
i6e::api::ShatterComponent::ShatterComponent | ( | int64_t | id, |
const attributeMap & | params | ||
) |
Constructor of the component with a given id.
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virtual |
Destructor of the component.
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overridevirtual |
Initializes the Component.
Implements i6e::api::Component.
Reimplemented in i6e::api::MoverComponent.
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overridevirtual |
Receives messages for this component.
Reimplemented from i6e::api::Component.
Reimplemented in i6e::api::MoverComponent.
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inline |
Definition at line 59 of file ShatterComponent.h.
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pure virtual |
Is called after a collision is detected.
[in] | other | GameObject you collided with |
Implemented in i6e::api::MoverComponent.
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overridevirtual |
synchronizes the Components state
Implements i6e::api::Component.
Reimplemented in i6e::api::MoverInterpolateComponent, i6e::api::MoverComponent, and i6e::api::MoverCircleComponent.