16#include "basegamefeature/components/basegamefeature.h"
20#include "components/physicsfeature.h"
The main programming interface for the Game Subsystem.
Managers are objects which care about some specific functionality of a feature.
Definition manager.h:32
A container of entities, their components, and processors.
Definition physicsmanager.h:27
void OnDecay() override
called before cleaning up managed properties decay buffers
Definition physicsmanager.cc:92
void OnDeactivate() override
called when removed from game server
Definition physicsmanager.cc:162
static void InitPhysicsActor(Game::World *, Game::Entity, PhysicsFeature::PhysicsActor *)
Definition physicsmanager.cc:46
virtual __DeclareClass(PhysicsManager) __DeclareSingleton(PhysicsManager) public ~PhysicsManager()
Definition physicsmanager.cc:37
void InitPollTransformProcessor()
Definition physicsmanager.cc:130
void OnActivate() override
Definition physicsmanager.cc:151
void OnCleanup(Game::World *world) override
called before unloading game state
Definition physicsmanager.cc:171
Definition physicsmanager.cc:21
#define __DeclareSingleton(type)
Definition osxsingleton.h:24
#define __DeclareClass(type)
An entity is essentially just an Id with some utility functions attached.
Definition entity.h:35