The BaseGameFeatureUnit creates everything to allow load and run a game level.
Definition basegamefeatureunit.h:27
Ptr< Game::Manager > blueprintManager
Definition basegamefeatureunit.h:54
void OnActivate() override
Called upon activation of feature unit.
Definition basegamefeatureunit.cc:66
Core::CVar * cl_debug_worlds
Definition basegamefeatureunit.h:56
void OnAttach() override
called upon attaching the feature unit
Definition basegamefeatureunit.cc:50
virtual __DeclareClass(BaseGameFeatureUnit) __DeclareSingleton(BaseGameFeatureUnit) public ~BaseGameFeatureUnit()
destructor
Definition basegamefeatureunit.cc:41
void OnRenderDebug() override
called when game debug visualization is on
Definition basegamefeatureunit.cc:98
void OnDeactivate() override
Called upon deactivation of feature unit.
Definition basegamefeatureunit.cc:83
void OnEndFrame() override
called at the end of the feature trigger cycle
Definition basegamefeatureunit.cc:134
Ptr< Game::Manager > timeManager
Definition basegamefeatureunit.h:55
void OnFrame() override
called at the beginning of a frame
Definition basegamefeatureunit.cc:143
A FeatureUnit is an encapsulated feature which can be added to an application.
Definition featureunit.h:33
Nebula's smart pointer class which manages the life time of RefCounted objects.
Definition ptr.h:38
Contains API for creating, writing to, and reading from a Core::CVar.
Definition basegamefeatureunit.cc:23
#define __DeclareSingleton(type)
Definition osxsingleton.h:24
#define __DeclareClass(type)
A console variable.
Definition cvar.cc:24