Nebula
Loading...
Searching...
No Matches
Nebula.Game.Property Class Reference

Public Member Functions

virtual Nebula.Game.FrameEvent[] AcceptedEvents ()
 Override in subclass to tell the property manager which methods to call for this class.
 
virtual System.Type[] AcceptedMessages ()
 Override in subclass.
 
virtual void OnMessage (in Msg msg)
 Called when a message is sent to the property's associated entity.
 
override string ToString ()
 String representation of this property.
 
virtual void OnActivate ()
 Called when the property is attached to an entity, or when Property.Active is changed to true.
 
virtual void OnDeactivate ()
 Called when the property is detached from an entity, or when Property.Active is changed to false.
 
virtual void OnBeginFrame ()
 Called once every frame at the beginning of the frame.
 
virtual void OnFrame ()
 Called once every frame.
 
virtual void OnEndFrame ()
 Called once every frame at the end of the frame.
 
void Destroy ()
 Destroys the property.
 

Properties

bool Active [get, set]
 Activate or deactivate property This is not trivial and can potentially be costly.
 
Entity Entity [get, set]
 The entity that owns this property.
 
bool IsValid [get]
 Checks if the property is valid (attached to an entity)
 

Private Attributes

bool active = false
 
Entity entity = null
 

Member Function Documentation

◆ AcceptedEvents()

virtual Nebula.Game.FrameEvent[] Nebula.Game.Property.AcceptedEvents ( )
inlinevirtual

Override in subclass to tell the property manager which methods to call for this class.

◆ AcceptedMessages()

virtual System.Type[] Nebula.Game.Property.AcceptedMessages ( )
inlinevirtual

Override in subclass.

◆ Destroy()

void Nebula.Game.Property.Destroy ( )
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 ( )
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 ( )
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 ( )
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 ( )
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 ( )
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)
inlinevirtual

Called when a message is sent to the property's associated entity.

◆ ToString()

override string Nebula.Game.Property.ToString ( )
inline

String representation of this property.

Member Data Documentation

◆ active

bool Nebula.Game.Property.active = false
private

◆ entity

Entity Nebula.Game.Property.entity = null
private

Property Documentation

◆ Active

bool Nebula.Game.Property.Active
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: