Nebula
Toggle main menu visibility
Loading...
Searching...
No Matches
basegamefeatureunit.h
Go to the documentation of this file.
1
#pragma once
2
//------------------------------------------------------------------------------
14
#include "
game/featureunit.h
"
15
#include "
core/cvar.h
"
16
21
22
//------------------------------------------------------------------------------
23
namespace
BaseGameFeature
24
{
25
26
class
BaseGameFeatureUnit
:
public
Game::FeatureUnit
27
{
28
__DeclareClass
(
BaseGameFeatureUnit
)
29
__DeclareSingleton
(
BaseGameFeatureUnit
)
30
31
public
:
32
34
BaseGameFeatureUnit
();
36
virtual
~BaseGameFeatureUnit
();
37
39
void
OnAttach
()
override
;
40
42
void
OnActivate
()
override
;
44
void
OnDeactivate
()
override
;
45
47
void
OnEndFrame
()
override
;
49
void
OnRenderDebug
()
override
;
51
void
OnFrame
()
override
;
52
53
protected
:
54
Ptr<Game::Manager>
blueprintManager
;
55
Ptr<Game::Manager>
timeManager
;
56
Core::CVar
*
cl_debug_worlds
;
57
};
58
59
}
// namespace BaseGameFeature
60
//------------------------------------------------------------------------------
BaseGameFeature::BaseGameFeatureUnit
The BaseGameFeatureUnit creates everything to allow load and run a game level.
Definition
basegamefeatureunit.h:27
BaseGameFeature::BaseGameFeatureUnit::blueprintManager
Ptr< Game::Manager > blueprintManager
Definition
basegamefeatureunit.h:54
BaseGameFeature::BaseGameFeatureUnit::OnActivate
void OnActivate() override
Called upon activation of feature unit.
Definition
basegamefeatureunit.cc:66
BaseGameFeature::BaseGameFeatureUnit::cl_debug_worlds
Core::CVar * cl_debug_worlds
Definition
basegamefeatureunit.h:56
BaseGameFeature::BaseGameFeatureUnit::OnAttach
void OnAttach() override
called upon attaching the feature unit
Definition
basegamefeatureunit.cc:50
BaseGameFeature::BaseGameFeatureUnit::~BaseGameFeatureUnit
virtual __DeclareClass(BaseGameFeatureUnit) __DeclareSingleton(BaseGameFeatureUnit) public ~BaseGameFeatureUnit()
destructor
Definition
basegamefeatureunit.cc:41
BaseGameFeature::BaseGameFeatureUnit::OnRenderDebug
void OnRenderDebug() override
called when game debug visualization is on
Definition
basegamefeatureunit.cc:98
BaseGameFeature::BaseGameFeatureUnit::OnDeactivate
void OnDeactivate() override
Called upon deactivation of feature unit.
Definition
basegamefeatureunit.cc:83
BaseGameFeature::BaseGameFeatureUnit::OnEndFrame
void OnEndFrame() override
called at the end of the feature trigger cycle
Definition
basegamefeatureunit.cc:134
BaseGameFeature::BaseGameFeatureUnit::timeManager
Ptr< Game::Manager > timeManager
Definition
basegamefeatureunit.h:55
BaseGameFeature::BaseGameFeatureUnit::OnFrame
void OnFrame() override
called at the beginning of a frame
Definition
basegamefeatureunit.cc:143
Game::FeatureUnit
A FeatureUnit is an encapsulated feature which can be added to an application.
Definition
featureunit.h:34
Ptr
Nebula's smart pointer class which manages the life time of RefCounted objects.
Definition
ptr.h:38
cvar.h
Contains API for creating, writing to, and reading from a Core::CVar.
featureunit.h
BaseGameFeature
Definition
basegamefeatureunit.cc:23
__DeclareSingleton
#define __DeclareSingleton(type)
Definition
osxsingleton.h:24
__DeclareClass
#define __DeclareClass(type)
Core::CVar
A console variable.
Definition
cvar.cc:24
code
application
basegamefeature
basegamefeatureunit.h
Generated on
for Nebula. Dark theme by
Tilen Majerle
. All rights reserved.