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Scripting::ScriptFeatureUnit Class Reference

#include <scriptfeatureunit.h>

Detailed Description

Inherits Game::FeatureUnit.

Private Member Functions

__DeclareClass(ScriptFeatureUnit) __DeclareSingleton(ScriptFeatureUnit) public ~ScriptFeatureUnit ()
 destructor
void SetScriptAssembly (IO::URI const &path)
 call this before attaching the feature unit
Scripting::AssemblyId GetAssemblyId () const
void OnActivate () override
 called after GameServer::AttachGameFeature()
void OnDeactivate () override
 called before GameServer::RemoveGameFeature()
void OnBeginFrame () override
 called on begin of frame
void OnFrame () override
 called in the middle of the feature trigger cycle
void OnEndFrame () override
 called at the end of the feature trigger cycle
virtual void OnRenderDebug ()
 called when game debug visualization is on

Private Attributes

IO::URI assemblyPath
Scripting::AssemblyId assemblyId
Ptr< Scripting::NSharpServerserver

Additional Inherited Members

Public Member Functions inherited from Core::RefCounted
 RefCounted ()
 constructor
int GetRefCount () const
 get the current refcount
void AddRef ()
 increment refcount by one
void Release ()
 decrement refcount and destroy object if refcount is zero
bool IsInstanceOf (const Rtti &rtti) const
 return true if this object is instance of given class
bool IsInstanceOf (const Util::String &className) const
 return true if this object is instance of given class by string
bool IsInstanceOf (const Util::FourCC &classFourCC) const
 return true if this object is instance of given class by fourcc
bool IsA (const Rtti &rtti) const
 return true if this object is instance of given class, or a derived class
bool IsA (const Util::String &rttiName) const
 return true if this object is instance of given class, or a derived class, by string
bool IsA (const Util::FourCC &rttiFourCC) const
 return true if this object is instance of given class, or a derived class, by fourcc
const Util::StringGetClassName () const
 get the class name
Util::FourCC GetClassFourCC () const
 get the class FourCC code
Static Public Member Functions inherited from Core::RefCounted
static void DumpRefCountingLeaks ()
 dump refcounting leaks, call at end of application (NEBULA_DEBUG builds only!)
Protected Member Functions inherited from Core::RefCounted
virtual ~RefCounted ()
 destructor (called when refcount reaches zero)
Protected Attributes inherited from Game::FeatureUnit
Util::Array< Ptr< Manager > > managers
bool active
Util::CommandLineArgs args
 cmdline args for configuration from cmdline

Constructor & Destructor Documentation

◆ ~ScriptFeatureUnit()

Scripting::ScriptFeatureUnit::~ScriptFeatureUnit ( )
private

destructor

Member Function Documentation

◆ GetAssemblyId()

Scripting::AssemblyId Scripting::ScriptFeatureUnit::GetAssemblyId ( ) const
private

◆ OnActivate()

void Scripting::ScriptFeatureUnit::OnActivate ( )
overrideprivatevirtual

called after GameServer::AttachGameFeature()

This method is called by Game::GameServer::AttachGameFeature().

Use this method for one-time initializations of the FeatureUnit.

Reimplemented from Game::FeatureUnit.

◆ OnBeginFrame()

void Scripting::ScriptFeatureUnit::OnBeginFrame ( )
overrideprivatevirtual

called on begin of frame

This method is called from Game::GameServer::OnBeginFrame() on all game features attached to an GameServer in the order of attachment.

Override this method if your FeatureUnit has to do any work at the beginning of the frame.

Reimplemented from Game::FeatureUnit.

◆ OnDeactivate()

void Scripting::ScriptFeatureUnit::OnDeactivate ( )
overrideprivatevirtual

called before GameServer::RemoveGameFeature()

This method is called by Game::GameServer::RemoveGameFeature().

Use this method to cleanup stuff which has been initialized in OnActivate().

Reimplemented from Game::FeatureUnit.

◆ OnEndFrame()

void Scripting::ScriptFeatureUnit::OnEndFrame ( )
overrideprivatevirtual

called at the end of the feature trigger cycle

This method is called from Game::GameServer::OnRender() on all game features attached to an GameServer in the order of attachment.

Override this method if your FeatureUnit has any work to do before rendering happens.

Reimplemented from Game::FeatureUnit.

◆ OnFrame()

void Scripting::ScriptFeatureUnit::OnFrame ( )
overrideprivatevirtual

called in the middle of the feature trigger cycle

This method is called from Game::GameServer::OnMoveBefore() on all game features attached to an GameServer in the order of attachment.

Override this method if your FeatureUnit has any work to do before the physics subsystem is triggered.

Reimplemented from Game::FeatureUnit.

◆ OnRenderDebug()

void Scripting::ScriptFeatureUnit::OnRenderDebug ( )
privatevirtual

called when game debug visualization is on

This method is called from Game::GameServer::OnRenderDebug() on all game features attached to an GameServer in the order of attachment.

It's meant for debug issues. It will be called when debug mode is enabled.

Reimplemented from Game::FeatureUnit.

◆ SetScriptAssembly()

void Scripting::ScriptFeatureUnit::SetScriptAssembly ( IO::URI const & path)
private

call this before attaching the feature unit

Member Data Documentation

◆ assemblyId

Scripting::AssemblyId Scripting::ScriptFeatureUnit::assemblyId
private

◆ assemblyPath

IO::URI Scripting::ScriptFeatureUnit::assemblyPath
private

◆ server

Ptr<Scripting::NSharpServer> Scripting::ScriptFeatureUnit::server
private

The documentation for this class was generated from the following files: