Nebula
Loading...
Searching...
No Matches
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 Game::FeatureUnit
 FeatureUnit ()
 constructor
 
virtual ~FeatureUnit ()
 destructor
 
virtual void OnAttach ()
 called from GameServer::AttachGameFeature()
 
virtual void OnRemove ()
 called from GameServer::RemoveGameFeature()
 
bool IsActive () const
 return true if featureunit is currently active
 
virtual void OnLoad (World *world)
 called from within GameServer::Load()
 
virtual void OnStart (World *world)
 called from within GameServer::OnStart() after OnLoad
 
virtual void OnSave (World *world)
 called from within GameServer::Save()
 
virtual void OnBeforeLoad (World *world)
 called from within GameServer::NotifyBeforeLoad()
 
virtual void OnBeforeCleanup (World *world)
 called from within GameServer::NotifyBeforeCleanup()
 
virtual void OnStop (World *world)
 called from withing GameServer::Stop()
 
virtual void OnBeforeViews ()
 Called between beginning of frame and before the views are iterated.
 
virtual void OnDecay ()
 called after entities has been destroyed and before releasing their memory
 
virtual ManagerHandle AttachManager (ManagerAPI api)
 attach a manager to the feature unit
 
virtual void RemoveManager (ManagerHandle handle)
 remove a manager from the feature unit
 
void SetCmdLineArgs (const Util::CommandLineArgs &a)
 set command line args
 
const Util::CommandLineArgsGetCmdLineArgs () const
 get command line args
 
- 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::ArrayAllocator< ManagerHandle, ManagerAPImanagers
 
Ids::IdGenerationPool managerPool
 
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: