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| virtual Nebula.Game.FrameEvent[] | AcceptedEvents () |
| | Override in subclass to tell the property manager which methods to call for this class.
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| virtual System.Type[] | AcceptedMessages () |
| | Override in subclass.
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| virtual void | OnMessage (in Msg msg) |
| | Called when a message is sent to the property's associated entity.
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| override string | ToString () |
| | String representation of this property.
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| virtual void | OnActivate () |
| | Called when the property is attached to an entity, or when Property.Active is changed to true.
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| virtual void | OnDeactivate () |
| | Called when the property is detached from an entity, or when Property.Active is changed to false.
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| virtual void | OnBeginFrame () |
| | Called once every frame at the beginning of the frame.
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| virtual void | OnFrame () |
| | Called once every frame.
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| virtual void | OnEndFrame () |
| | Called once every frame at the end of the frame.
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| void | Destroy () |
| | Destroys the property.
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| bool | Active [get, set] |
| | Activate or deactivate property This is not trivial and can potentially be costly.
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| Entity | Entity [get, set] |
| | The entity that owns this property.
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| |
| bool | IsValid [get] |
| | Checks if the property is valid (attached to an entity)
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◆ AcceptedEvents()
Override in subclass to tell the property manager which methods to call for this class.
◆ AcceptedMessages()
| virtual System.Type[] Nebula.Game.Property.AcceptedMessages |
( |
| ) |
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inlinevirtual |
◆ Destroy()
| void Nebula.Game.Property.Destroy |
( |
| ) |
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inline |
Destroys the property.
You should not call this manually, it is called automatically by destroying an entity, or removing the property
◆ OnActivate()
| virtual void Nebula.Game.Property.OnActivate |
( |
| ) |
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inlinevirtual |
Called when the property is attached to an entity, or when Property.Active is changed to true.
Override in subclass.
◆ OnBeginFrame()
| virtual void Nebula.Game.Property.OnBeginFrame |
( |
| ) |
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inlinevirtual |
Called once every frame at the beginning of the frame.
Override in subclass. The property AcceptedEvents must return the Event code for this method to be called at all.
- See also
- AcceptedEvents()
◆ OnDeactivate()
| virtual void Nebula.Game.Property.OnDeactivate |
( |
| ) |
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inlinevirtual |
Called when the property is detached from an entity, or when Property.Active is changed to false.
Override in subclass.
◆ OnEndFrame()
| virtual void Nebula.Game.Property.OnEndFrame |
( |
| ) |
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inlinevirtual |
Called once every frame at the end of the frame.
Override in subclass. The property AcceptedEvents must return the Event code for this method to be called at all.
- See also
- AcceptedEvents()
◆ OnFrame()
| virtual void Nebula.Game.Property.OnFrame |
( |
| ) |
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inlinevirtual |
Called once every frame.
Override in subclass. The property AcceptedEvents must return the Event code for this method to be called at all.
- See also
- AcceptedEvents()
◆ OnMessage()
| virtual void Nebula.Game.Property.OnMessage |
( |
in Msg | msg | ) |
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inlinevirtual |
Called when a message is sent to the property's associated entity.
◆ ToString()
| override string Nebula.Game.Property.ToString |
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| ) |
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inline |
String representation of this property.
◆ active
| bool Nebula.Game.Property.active = false |
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private |
◆ entity
| Entity Nebula.Game.Property.entity = null |
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private |
◆ Active
| bool Nebula.Game.Property.Active |
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getset |
Activate or deactivate property This is not trivial and can potentially be costly.
◆ Entity
| Entity Nebula.Game.Property.Entity |
|
getset |
The entity that owns this property.
You cannot change the entity after one has been associated with the property.
◆ IsValid
| bool Nebula.Game.Property.IsValid |
|
get |
Checks if the property is valid (attached to an entity)
The documentation for this class was generated from the following file:
- /github/workspace/code/addons/nsharp/NebulaEngine/engine/Property.cs