Nebula
Toggle main menu visibility
Loading...
Searching...
No Matches
scriptfeatureunit.h
Go to the documentation of this file.
1
#pragma once
2
//------------------------------------------------------------------------------
9
#include "
game/featureunit.h
"
10
#include "
assemblyid.h
"
11
12
//------------------------------------------------------------------------------
13
namespace
Scripting
14
{
15
16
class
NSharpServer
;
17
18
class
ScriptFeatureUnit
:
public
Game::FeatureUnit
19
{
20
__DeclareClass
(
ScriptFeatureUnit
)
21
__DeclareSingleton
(
ScriptFeatureUnit
)
22
23
public
:
24
26
ScriptFeatureUnit
();
28
~ScriptFeatureUnit
();
29
31
void
SetScriptAssembly
(
IO::URI
const
& path);
32
33
Scripting::AssemblyId
GetAssemblyId
()
const
;
34
35
void
OnActivate
()
override
;
36
void
OnDeactivate
()
override
;
37
void
OnBeginFrame
()
override
;
38
void
OnFrame
()
override
;
39
void
OnEndFrame
()
override
;
40
virtual
void
OnRenderDebug
();
41
42
private
:
43
IO::URI
assemblyPath
;
44
Scripting::AssemblyId
assemblyId
;
45
46
Ptr<Scripting::NSharpServer>
server
;
47
};
48
49
}
// namespace Scripting
50
//------------------------------------------------------------------------------
assemblyid.h
Core::RefCounted::__DeclareClass
__DeclareClass(RefCounted)
Game::FeatureUnit
A FeatureUnit is an encapsulated feature which can be added to an application.
Definition
featureunit.h:34
IO::URI
An URI object can split a Uniform Resource Identifier string into its components or build a string fr...
Definition
uri.h:67
Ptr
Nebula's smart pointer class which manages the life time of RefCounted objects.
Definition
ptr.h:38
Scripting::NSharpServer
C# backend for the Nebula scripting subsystem.
Definition
nsharpserver.h:31
Scripting::ScriptFeatureUnit
Definition
scriptfeatureunit.h:19
Scripting::ScriptFeatureUnit::OnEndFrame
void OnEndFrame() override
called at the end of the feature trigger cycle
Definition
scriptfeatureunit.cc:104
Scripting::ScriptFeatureUnit::server
Ptr< Scripting::NSharpServer > server
Definition
scriptfeatureunit.h:46
Scripting::ScriptFeatureUnit::OnBeginFrame
void OnBeginFrame() override
called on begin of frame
Definition
scriptfeatureunit.cc:86
Scripting::ScriptFeatureUnit::assemblyPath
IO::URI assemblyPath
Definition
scriptfeatureunit.h:43
Scripting::ScriptFeatureUnit::SetScriptAssembly
void SetScriptAssembly(IO::URI const &path)
call this before attaching the feature unit
Definition
scriptfeatureunit.cc:34
Scripting::ScriptFeatureUnit::OnActivate
void OnActivate() override
called after GameServer::AttachGameFeature()
Definition
scriptfeatureunit.cc:52
Scripting::ScriptFeatureUnit::OnFrame
void OnFrame() override
called in the middle of the feature trigger cycle
Definition
scriptfeatureunit.cc:95
Scripting::ScriptFeatureUnit::GetAssemblyId
Scripting::AssemblyId GetAssemblyId() const
Definition
scriptfeatureunit.cc:43
Scripting::ScriptFeatureUnit::assemblyId
Scripting::AssemblyId assemblyId
Definition
scriptfeatureunit.h:44
Scripting::ScriptFeatureUnit::OnRenderDebug
virtual void OnRenderDebug()
called when game debug visualization is on
Definition
scriptfeatureunit.cc:113
Scripting::ScriptFeatureUnit::OnDeactivate
void OnDeactivate() override
called before GameServer::RemoveGameFeature()
Definition
scriptfeatureunit.cc:75
featureunit.h
Scripting
Definition
game.cc:16
__DeclareSingleton
#define __DeclareSingleton(type)
Definition
osxsingleton.h:24
Scripting::AssemblyId
Definition
assemblyid.h:12
code
addons
nsharp
scriptfeatureunit.h
Generated on
for Nebula. Dark theme by
Tilen Majerle
. All rights reserved.