The BaseGameFeatureUnit creates everything to allow load and run a game level.
Definition basegamefeatureunit.h:22
void OnActivate() override
Called upon activation of feature unit.
Definition basegamefeatureunit.cc:66
Core::CVar * cl_debug_worlds
Definition basegamefeatureunit.h:51
void OnAttach() override
called upon attaching the feature unit
Definition basegamefeatureunit.cc:50
Game::ManagerHandle blueprintManager
Definition basegamefeatureunit.h:49
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:91
void OnDeactivate() override
Called upon deactivation of feature unit.
Definition basegamefeatureunit.cc:79
Game::ManagerHandle timeManager
Definition basegamefeatureunit.h:50
void OnEndFrame() override
called at the end of the feature trigger cycle
Definition basegamefeatureunit.cc:127
void OnFrame() override
called at the beginning of a frame
Definition basegamefeatureunit.cc:136
A FeatureUnit is an encapsulated feature which can be added to an application.
Definition featureunit.h:33
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