i6engine  1.0
i6e::api::SpawnpointComponent Class Reference

Only defines this object as a spawnpoint For creating a SpawnpointComponent, these keys are possible:

Name Required Type Description Public
spawntypes yes std::string GameObject types being spawnable at this Spawnpoint, separated by delimitter ; yes
More...

#include <D:/Projekte/i6engine/libs/i6engine-modules/include/i6engine/api/components/SpawnpointComponent.h>

Public Member Functions

 SpawnpointComponent (const int64_t id, const attributeMap &params)
 Constructor. More...
 
 ~SpawnpointComponent ()
 
void addSpawntype (const std::string &type)
 Adds an object type to spawn on this component. More...
 
void addSpawntypes (const std::string &types)
 Adds object types to spawn on this component. More...
 
void removeSpawntype (const std::string &type)
 Removes the given type from the spawn list. More...
 
bool containsSpawntype (const std::string &type) const
 Return wether the given type is contained in the list (true) or not (false) More...
 
attributeMap synchronize () const override
 synchronizes the Components state More...
 
bool available () const
 returns true, if this spawnpoint currently can be used More...
 
void setState (bool b)
 sets the state of the Spawnpoint More...
 
std::string getTemplateName () const override
 returns the name this template was registered with More...
 
std::vector< componentOptionsgetComponentOptions () 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 &params)
 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...
 
std::vector< ComPtrgetSubComponents () 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 &params)
 
- 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...
 

Detailed Description

Only defines this object as a spawnpoint For creating a SpawnpointComponent, these keys are possible:

Name Required Type Description Public
spawntypes yes std::string GameObject types being spawnable at this Spawnpoint, separated by delimitter ; yes

Definition at line 42 of file SpawnpointComponent.h.

Constructor & Destructor Documentation

i6e::api::SpawnpointComponent::SpawnpointComponent ( const int64_t  id,
const attributeMap params 
)

Constructor.

i6e::api::SpawnpointComponent::~SpawnpointComponent ( )

Member Function Documentation

void i6e::api::SpawnpointComponent::addSpawntype ( const std::string &  type)
inline

Adds an object type to spawn on this component.

Parameters
[in]typeType of the object being able to be spawned on the component

Definition at line 55 of file SpawnpointComponent.h.

void i6e::api::SpawnpointComponent::addSpawntypes ( const std::string &  types)

Adds object types to spawn on this component.

Parameters
[in]typesTypes of the objects being able to be spawned on the component (type1;type2;type3;)
bool i6e::api::SpawnpointComponent::available ( ) const
inline

returns true, if this spawnpoint currently can be used

Definition at line 86 of file SpawnpointComponent.h.

bool i6e::api::SpawnpointComponent::containsSpawntype ( const std::string &  type) const

Return wether the given type is contained in the list (true) or not (false)

Returns
True if the type can be respawned, otherwise else
std::vector<componentOptions> i6e::api::SpawnpointComponent::getComponentOptions ( )
overridevirtual

returns a vector containing all options of the Component being readable and writeable in the editor

Implements i6e::api::Component.

std::string i6e::api::SpawnpointComponent::getTemplateName ( ) const
inlineoverridevirtual

returns the name this template was registered with

Implements i6e::api::Component.

Definition at line 93 of file SpawnpointComponent.h.

void i6e::api::SpawnpointComponent::removeSpawntype ( const std::string &  type)

Removes the given type from the spawn list.

Parameters
[in]typeType of the object being removed from the list
void i6e::api::SpawnpointComponent::setState ( bool  b)

sets the state of the Spawnpoint

attributeMap i6e::api::SpawnpointComponent::synchronize ( ) const
overridevirtual

synchronizes the Components state

Implements i6e::api::Component.


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