Nebula
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navigationfeatureunit.h
Go to the documentation of this file.
1#pragma once
2//------------------------------------------------------------------------------
10#include "game/featureunit.h"
12#include "streamnavmeshcache.h"
13
14//------------------------------------------------------------------------------
15namespace NavigationFeature
16{
17
44
47
48} // namespace NavigationFeature
49//------------------------------------------------------------------------------
__DeclareClass(RefCounted)
A FeatureUnit is an encapsulated feature which can be added to an application.
Definition featureunit.h:34
Definition navigationfeatureunit.h:19
void OnDeactivate()
Called upon deactivation of feature unit.
Definition navigationfeatureunit.cc:59
virtual void OnBeginFrame()
called on begin of frame
Definition navigationfeatureunit.cc:68
void OnActivate()
Called upon activation of feature unit.
Definition navigationfeatureunit.cc:44
virtual void OnRenderDebug()
called when game debug visualization is on
Definition navigationfeatureunit.cc:76
Ptr< Navigation::StreamNavMeshCache > navMeshCache
Definition navigationfeatureunit.h:42
Nebula's smart pointer class which manages the life time of RefCounted objects.
Definition ptr.h:38
Definition navigationmanager.cc:11
void RenderUI(Graphics::GraphicsEntityId camera)
render editor ui
Definition navigationfeatureunit.cc:91
#define __DeclareSingleton(type)
Definition osxsingleton.h:24
The graphics entity is only an Id, to which we can attach GraphicsContexts.
Definition graphicsentity.h:16