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ezEngine
Release 25.03
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Base class of all component types. More...
#include <Component.h>
Inherits ezReflectedClass.
Inherited by ezAgentSteeringComponent, ezAimIKComponent, ezAiNavigationComponent, ezAiNavMeshPathTestComponent, ezAnimationControllerComponent, ezAreaDamageComponent, ezBakedProbesVolumeComponent, ezBlackboardComponent, ezCameraComponent, ezCameraShakeComponent, ezCameraShakeVolumeComponent, ezCharacterControllerComponent, ezCollectionComponent, ezColorAnimationComponent, ezCommentComponent, ezCreatureCrawlComponent, ezDebugTextComponent, ezDeviceTrackingComponent, ezEventMessageHandlerComponent, ezFakeRopeComponent, ezFmodComponent, ezFollowPathComponent, ezGrabbableItemComponent, ezHeadBoneComponent, ezInputComponent, ezJointAttachmentComponent, ezJointOverrideComponent, ezJoltActorComponent, ezJoltCharacterControllerComponent, ezJoltConstraintComponent, ezJoltGrabObjectComponent, ezJoltHitboxComponent, ezJoltRagdollComponent, ezJoltRopeComponent, ezJoltShapeComponent, ezLineToComponent, ezMarkerComponent, ezMoveToComponent, ezNavMeshObstacleComponent, ezNpcComponent, ezOccluderComponent, ezPathComponent, ezPathNodeComponent, ezPlayerStartPointComponent, ezPostProcessingComponent, ezPowerConnectorComponent, ezPrefabReferenceComponent, ezProcPlacementComponent, ezProcVolumeComponent, ezProjectileComponent, ezPropertyAnimComponent, ezPxComponent, ezRandomPrefabComponent, ezRaycastComponent, ezRcComponent, ezReflectionProbeComponentBase, ezRenderComponent, ezResetTransformComponent, ezSceneTransitionComponent, ezSensorComponent, ezSettingsComponent, ezShapeIconComponent, ezSimpleAnimationComponent, ezSimpleWindComponent, ezSkeletonPoseComponent, ezSpatialAnchorComponent, ezSpawnBoxComponent, ezSpawnComponent, ezStageSpaceComponent, ezStateMachineComponent, ezTimedDeathComponent, ezTransformComponent, ezTriggerDelayModifierComponent, ezTwoBoneIKComponent, ezVisualizeHandComponent, ezVolumeComponent, and ezWindVolumeComponent.
Public Member Functions | |
void | SetActiveFlag (bool bEnabled) |
Sets the active flag of the component, which affects its active state. More... | |
bool | GetActiveFlag () const |
Checks whether the 'active flag' is set on this component. Note that this does not mean that the component is also 'active'. More... | |
bool | IsActive () const |
Checks whether this component is in an active state. More... | |
bool | IsActiveAndInitialized () const |
Returns whether this component is active and initialized. More... | |
bool | IsActiveAndSimulating () const |
Whether the component is currently active and simulation has been started as well. More... | |
ezComponentManagerBase * | GetOwningManager () |
Returns the corresponding manager for this component. | |
const ezComponentManagerBase * | GetOwningManager () const |
Returns the corresponding manager for this component. | |
ezGameObject * | GetOwner () |
Returns the owner game object if the component is attached to one or nullptr. | |
const ezGameObject * | GetOwner () const |
Returns the owner game object if the component is attached to one or nullptr. | |
ezWorld * | GetWorld () |
Returns the corresponding world for this component. | |
const ezWorld * | GetWorld () const |
Returns the corresponding world for this component. | |
ezComponentHandle | GetHandle () const |
Returns a handle to this component. | |
ezUInt32 | GetUniqueID () const |
Returns the unique id for this component. | |
void | SetUniqueID (ezUInt32 uiUniqueID) |
Sets the unique id for this component. | |
virtual void | SerializeComponent (ezWorldWriter &inout_stream) const |
Override this to save the current state of the component to the given stream. | |
virtual void | DeserializeComponent (ezWorldReader &inout_stream) |
Override this to load the current state of the component from the given stream. More... | |
void | EnsureInitialized () |
Ensures that the component is initialized. Must only be called from another component's Initialize callback. | |
void | EnsureSimulationStarted () |
Ensures that the OnSimulationStarted method has been called. Must only be called from another component's OnSimulationStarted callback. | |
EZ_ALWAYS_INLINE bool | SendMessage (ezMessage &ref_msg) |
Sends a message to this component. | |
EZ_ALWAYS_INLINE bool | SendMessage (ezMessage &ref_msg) const |
void | PostMessage (const ezMessage &msg, ezTime delay=ezTime::MakeZero(), ezObjectMsgQueueType::Enum queueType=ezObjectMsgQueueType::NextFrame) const |
Queues the message for the given phase. The message is processed after the given delay in the corresponding phase. | |
virtual bool | HandlesMessage (const ezMessage &msg) const |
Returns whether the given Message is handled by this component. | |
void | SetUserFlag (ezUInt8 uiFlagIndex, bool bSet) |
Be careful to check which flags may already be in use by base classes. | |
bool | GetUserFlag (ezUInt8 uiFlagIndex) const |
Retrieves a custom flag. Index must be between 0 and 7. | |
void | SetCreatedByPrefab () |
Adds ezObjectFlags::CreatedByPrefab to the component. See the flag for details. | |
bool | WasCreatedByPrefab () const |
Checks whether the ezObjectFlags::CreatedByPrefab flag is set on this component. | |
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virtual const ezRTTI * | GetDynamicRTTI () const |
bool | IsInstanceOf (const ezRTTI *pType) const |
Returns whether the type of this instance is of the given type or derived from it. | |
template<typename T > | |
EZ_ALWAYS_INLINE bool | IsInstanceOf () const |
Returns whether the type of this instance is of the given type or derived from it. | |
Protected Member Functions | |
ezComponent () | |
Keep the constructor private or protected in derived classes, so it cannot be called manually. | |
bool | IsDynamic () const |
Returns whether this component is dynamic and thus can only be attached to dynamic game objects. | |
virtual ezWorldModuleTypeId | GetTypeId () const =0 |
virtual ezComponentMode::Enum | GetMode () const =0 |
virtual void | Initialize () |
Can be overridden for basic initialization that depends on a valid hierarchy and position. More... | |
virtual void | Deinitialize () |
This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work. More... | |
virtual void | OnActivated () |
This method is called when the component gets activated. More... | |
virtual void | OnDeactivated () |
This method is called when the component gets deactivated. More... | |
virtual void | OnSimulationStarted () |
This method is called once for active components, at the start of the next world update, but only when the world is simulated. More... | |
void | EnableUnhandledMessageHandler (bool enable) |
By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message. | |
virtual bool | OnUnhandledMessage (ezMessage &msg, bool bWasPostedMsg) |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. More... | |
virtual bool | OnUnhandledMessage (ezMessage &msg, bool bWasPostedMsg) const |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. More... | |
bool | IsInitialized () const |
bool | IsInitializing () const |
bool | IsSimulationStarted () const |
Protected Attributes | |
const ezRTTI * | m_pMessageDispatchType = nullptr |
Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary. | |
Friends | |
class | ezWorld |
class | ezGameObject |
class | ezComponentManagerBase |
Additional Inherited Members | |
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static const ezRTTI * | GetStaticRTTI () |
Base class of all component types.
Derive from this class to implement custom component types. Also add the EZ_DECLARE_COMPONENT_TYPE macro to your class declaration. Also add a EZ_BEGIN_COMPONENT_TYPE/EZ_END_COMPONENT_TYPE block to a cpp file. In that block you can add reflected members or message handlers. Note that every component type needs a corresponding manager type. Take a look at ezComponentManagerSimple for a simple manager implementation that calls an update method on its components every frame. To create a component instance call CreateComponent on the corresponding manager. Never store a direct pointer to a component but store an ezComponentHandle instead.
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protectedvirtual |
This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work.
This function is always called before destruction, even if the component is currently not active. The default implementation checks whether the component is currently active and will ensure OnDeactivated() gets called if necessary. For typical game code, prefer to use OnDeactivated().
Reimplemented in ezTypeScriptComponent, ezRaycastComponent, ezPrefabReferenceComponent, ezRandomPrefabComponent, ezPostProcessingComponent, ezFogComponent, ezRmlUiCanvas2DComponent, ezEventMessageHandlerComponent, ezSoldierComponent, ezAmbientLightComponent, ezScriptComponent, and ezRenderComponent.
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Override this to load the current state of the component from the given stream.
The active state will be automatically serialized. The 'initialized' state is not serialized, all components will be initialized after creation, even if they were already in an initialized state when they were serialized.
Reimplemented in ezDetourCrowdAgentComponent, ezTypeScriptComponent, ezHeightfieldComponent, ezDeviceTrackingComponent, ezRcAgentComponent, ezStageSpaceComponent, ezScriptComponent, ezPathComponent, ezFollowPathComponent, ezWindVolumeConeComponent, ezGlobalBlackboardComponent, ezSensorConeComponent, ezSensorCylinderComponent, ezWindVolumeCylinderComponent, ezProcPlacementComponent, ezVolumeBoxComponent, ezProcVolumeImageComponent, ezSensorSphereComponent, ezJoltClothSheetComponent, ezStateMachineComponent, ezClothSheetComponent, ezLocalBlackboardComponent, ezProcVolumeBoxComponent, ezProcVertexColorComponent, ezInstancedMeshComponent, ezVolumeSphereComponent, ezWindVolumeSphereComponent, ezFmodEventComponent, ezJoltRagdollComponent, ezCameraShakeVolumeSphereComponent, ezLensFlareComponent, ezJoltConstraintComponent, ezSpriteComponent, ezPxDynamicActorComponent, ezPxRagdollComponent, ezProcVolumeSphereComponent, ezRmlUiCanvas2DComponent, ezCameraComponent, ezProjectileComponent, ezJoltRopeComponent, ezGreyBoxComponent, ezInputComponent, ezSkeletonPoseComponent, ezDecalComponent, ezPowerConnectorComponent, ezMeshComponentBase, ezBakedProbesComponent, ezRcNavMeshComponent, ezSpawnComponent, ezAiNavigationComponent, ezKrautTreeComponent, ezBlackboardComponent, ezPostProcessingComponent, ezOccluderComponent, ezFillLightComponent, ezMoveToComponent, ezRandomPrefabComponent, ezAgentSteeringComponent, ezReflectionProbeComponentBase, ezRaycastComponent, ezJoltVisColMeshComponent, ezSpawnBoxComponent, ezPxJointComponent, ezAnimatedMeshComponent, ezTransformComponent, ezJoltTriggerComponent, ezParticleComponent, ezPrefabReferenceComponent, ezAnimationControllerComponent, ezSceneTransitionComponent, ezPxRopeComponent, ezAreaDamageComponent, ezJoltDynamicActorComponent, ezPxCharacterShapeComponent, ezPxVisColMeshComponent, ezLodComponent, ezFakeRopeComponent, ezPxQueryShapeActorComponent, ezGrabbableItemComponent, ezPx6DOFJointComponent, ezLodAnimatedMeshComponent, ezJoltQueryShapeActorComponent, ezAimIKComponent, ezPlayerStartPointComponent, ezCharacterControllerComponent, ezBreakableSheetComponent, ezSensorComponent, ezPxTriggerComponent, ezSimpleAnimationComponent, ezLodMeshComponent, ezJoltCharacterControllerComponent, ezProcVolumeComponent, ezLightComponent, ezCreatureCrawlComponent, ezFogComponent, ezPointLightComponent, ezBeamComponent, ezSpotLightComponent, ezJoltActorComponent, ezJoltHitboxComponent, ezPxCharacterControllerComponent, ezSimpleWindComponent, ezTriggerDelayModifierComponent, ezRopeRenderComponent, ezDirectionalLightComponent, ezJoltGrabObjectComponent, ezMarkerComponent, ezVolumeComponent, ezRenderTargetActivatorComponent, ezCameraShakeComponent, ezFmodListenerComponent, ezPropertyAnimComponent, ezResetTransformComponent, ezJointAttachmentComponent, ezJointOverrideComponent, ezTimedDeathComponent, ezSkeletonComponent, ezHeadBoneComponent, ezTwoBoneIKComponent, ezSphereReflectionProbeComponent, ezAiNavMeshPathTestComponent, ezPxGrabObjectComponent, ezCollectionComponent, ezColorAnimationComponent, ezWindVolumeComponent, ezBakedProbesVolumeComponent, ezSkyBoxComponent, ezJoltStaticActorComponent, ezJoltDefaultCharacterComponent, ezCustomMeshComponent, ezCameraShakeVolumeComponent, ezRcMarkPoiVisibleComponent, ezBoxReflectionProbeComponent, ezSkyLightComponent, ezEventMessageHandlerComponent, ezRotorComponent, ezJoltDistanceConstraintComponent, ezSliderComponent, ezSpatialAnchorComponent, ezJoltHingeConstraintComponent, ezJoltSwingTwistConstraintComponent, ezJoltShapeConvexHullComponent, ezJoltShapeCylinderComponent, ezPxBoneColliderComponent, ezSoldierComponent, ezAmbientLightComponent, ezLineToComponent, ezJoltSliderConstraintComponent, ezPxShapeComponent, ezDebugTextComponent, ezJoltConeConstraintComponent, ezJoltPointConstraintComponent, ezPxStaticActorComponent, ezJoltSettingsComponent, ezPxCharacterCapsuleShapeComponent, ezPxSettingsComponent, ezNpcComponent, ezFmodComponent, ezJoltShapeBoxComponent, ezJoltShapeCapsuleComponent, ezJoltShapeSphereComponent, ezPxSphericalJointComponent, ezPxShapeConvexComponent, ezPxControlledRagdollComponent, ezPxSimulatedRagdollComponent, ezPxDistanceJointComponent, ezPxPrismaticJointComponent, ezPxRevoluteJointComponent, ezPxShapeBoxComponent, ezPxShapeCapsuleComponent, and ezPxShapeSphereComponent.
EZ_ALWAYS_INLINE bool ezComponent::GetActiveFlag | ( | ) | const |
Checks whether the 'active flag' is set on this component. Note that this does not mean that the component is also 'active'.
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protectedvirtual |
Can be overridden for basic initialization that depends on a valid hierarchy and position.
All trivial initialization should be done in the constructor. For typical game code, you should prefer to use OnSimulationStarted(). This method is called once for every component, after creation but only at the start of the next world update. Therefore the global position has already been computed and the owner ezGameObject is set. Contrary to OnActivated() and OnSimulationStarted(), this function is always called for all components.
Reimplemented in ezGlobalBlackboardComponent, ezLocalBlackboardComponent, ezTypeScriptComponent, ezJoltVisColMeshComponent, ezPostProcessingComponent, ezPxVisColMeshComponent, ezTriggerDelayModifierComponent, ezJoltShapeComponent, ezForwardEventsToGameStateComponent, ezSimpleWindComponent, ezRmlUiCanvas2DComponent, ezSkyBoxComponent, ezPxShapeComponent, and ezScriptComponent.
EZ_ALWAYS_INLINE bool ezComponent::IsActive | ( | ) | const |
Checks whether this component is in an active state.
The active state is determined by the active state of the owning game object and the 'active flag' of this component. Only if the owning game object is active (and thus all of its parent objects as well) and the component has the active flag set, will this component be active.
EZ_ALWAYS_INLINE bool ezComponent::IsActiveAndInitialized | ( | ) | const |
Returns whether this component is active and initialized.
EZ_ALWAYS_INLINE bool ezComponent::IsActiveAndSimulating | ( | ) | const |
Whether the component is currently active and simulation has been started as well.
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protectedvirtual |
This method is called when the component gets activated.
By default a component is active, but it can be created in an inactive state. In such a case OnActivated() is only called once a component is activated. If a component gets switched between active and inactive at runtime, OnActivated() and OnDeactivated() are called accordingly. In contrast Initialize() and Deinitialize() are only ever called once.
Reimplemented in ezPathNodeComponent, ezGlobalBlackboardComponent, ezProcPlacementComponent, ezJoltClothSheetComponent, ezStateMachineComponent, ezClothSheetComponent, ezLocalBlackboardComponent, ezCustomMeshComponent, ezInstancedMeshComponent, ezProcVertexColorComponent, ezLensFlareComponent, ezJoltRopeComponent, ezCameraComponent, ezGreyBoxComponent, ezSkeletonPoseComponent, ezDecalComponent, ezPathComponent, ezRcNavMeshComponent, ezKrautTreeComponent, ezTypeScriptComponent, ezFollowPathComponent, ezBlackboardComponent, ezOccluderComponent, ezHeightfieldComponent, ezAnimatedMeshComponent, ezPostProcessingComponent, ezPrefabReferenceComponent, ezPxRopeComponent, ezRandomPrefabComponent, ezPxCharacterShapeComponent, ezLodComponent, ezFakeRopeComponent, ezLodAnimatedMeshComponent, ezBreakableSheetComponent, ezBakedProbesComponent, ezSensorComponent, ezStageSpaceComponent, ezFogComponent, ezSimpleWindComponent, ezBeamComponent, ezRopeRenderComponent, ezMarkerComponent, ezRmlUiCanvas2DComponent, ezSkeletonComponent, ezSkyBoxComponent, ezSphereReflectionProbeComponent, ezJoltDefaultCharacterComponent, ezWindVolumeComponent, ezNavMeshObstacleComponent, ezCameraShakeVolumeComponent, ezBoxReflectionProbeComponent, ezSkyLightComponent, ezVolumeComponent, ezAmbientLightComponent, ezScriptComponent, ezProcVolumeComponent, ezBakedProbesVolumeComponent, and ezRenderComponent.
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protectedvirtual |
This method is called when the component gets deactivated.
Upon destruction, a component that is active first gets deactivated. Therefore OnDeactivated() should be used for typical game code cleanup.
Reimplemented in ezPathNodeComponent, ezGlobalBlackboardComponent, ezDetourCrowdAgentComponent, ezJoltClothSheetComponent, ezProcPlacementComponent, ezStateMachineComponent, ezClothSheetComponent, ezLocalBlackboardComponent, ezInstancedMeshComponent, ezFmodEventComponent, ezJoltRagdollComponent, ezProcVertexColorComponent, ezJoltConstraintComponent, ezLensFlareComponent, ezPxRagdollComponent, ezPxDynamicActorComponent, ezJoltRopeComponent, ezCameraComponent, ezPathComponent, ezPowerConnectorComponent, ezSpawnComponent, ezTypeScriptComponent, ezBlackboardComponent, ezOccluderComponent, ezRaycastComponent, ezPxJointComponent, ezAnimatedMeshComponent, ezJoltTriggerComponent, ezPostProcessingComponent, ezPrefabReferenceComponent, ezParticleComponent, ezPxRopeComponent, ezRandomPrefabComponent, ezJoltDynamicActorComponent, ezPxCharacterShapeComponent, ezLodComponent, ezFakeRopeComponent, ezPxQueryShapeActorComponent, ezLodAnimatedMeshComponent, ezJoltQueryShapeActorComponent, ezBreakableSheetComponent, ezBakedProbesComponent, ezJoltShapeComponent, ezSensorComponent, ezPxTriggerComponent, ezStageSpaceComponent, ezJoltCharacterControllerComponent, ezFogComponent, ezSimpleWindComponent, ezBeamComponent, ezJoltActorComponent, ezJoltHitboxComponent, ezRopeRenderComponent, ezJoltGrabObjectComponent, ezMarkerComponent, ezParticleFinisherComponent, ezRmlUiCanvas2DComponent, ezSphereReflectionProbeComponent, ezNavMeshObstacleComponent, ezJoltDefaultCharacterComponent, ezWindVolumeComponent, ezCameraShakeVolumeComponent, ezJoltStaticActorComponent, ezBoxReflectionProbeComponent, ezSkyLightComponent, ezVolumeComponent, ezAmbientLightComponent, ezPxBoneColliderComponent, ezPxShapeComponent, ezScriptComponent, ezProcVolumeComponent, ezPxStaticActorComponent, ezPxControlledRagdollComponent, ezPxSimulatedRagdollComponent, ezBakedProbesVolumeComponent, and ezRenderComponent.
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protectedvirtual |
This method is called once for active components, at the start of the next world update, but only when the world is simulated.
This is the one preferred method to setup typical game logic. In a pure game environment there is no practical difference between OnActivated() and OnSimulationStarted(), as OnSimulationStarted() will be called right after OnActivated().
However, when a scene is open inside the editor, there is an important difference: OnActivated() is called once the component was created. OnSimulationStarted() is only called once the game simulation is started inside the editor. As an example, if a component starts a sound in OnActivated(), that sound will play right after the scene has been loaded into the editor. If instead the sound gets started in OnSimulationStarted(), it will only play once the user starts the game mode inside the editor.
Additionally, OnSimulationStarted() is only executed once, even if the ezWorld pauses and resumes world simulation multiple times. However, note that it will be called again after the component has been deactivated and is activated again.
Reimplemented in ezGlobalBlackboardComponent, ezRcAgentComponent, ezJoltClothSheetComponent, ezClothSheetComponent, ezLocalBlackboardComponent, ezFmodEventComponent, ezJoltRagdollComponent, ezJoltConstraintComponent, ezPxRagdollComponent, ezPxDynamicActorComponent, ezSkeletonPoseComponent, ezProjectileComponent, ezJoltRopeComponent, ezDecalComponent, ezPowerConnectorComponent, ezTypeScriptComponent, ezFollowPathComponent, ezSpawnComponent, ezAiNavigationComponent, ezPrefabReferenceComponent, ezSpawnBoxComponent, ezPxJointComponent, ezTransformComponent, ezRandomPrefabComponent, ezJoltTriggerComponent, ezAnimationControllerComponent, ezRaycastComponent, ezPxCharacterShapeComponent, ezPxRopeComponent, ezAreaDamageComponent, ezJoltDynamicActorComponent, ezPxQueryShapeActorComponent, ezBreakableSheetComponent, ezJoltQueryShapeActorComponent, ezCreatureCrawlComponent, ezPxTriggerComponent, ezSimpleAnimationComponent, ezJoltCharacterControllerComponent, ezJoltActorComponent, ezJoltHitboxComponent, ezPxCharacterControllerComponent, ezJoltGrabObjectComponent, ezTimedDeathComponent, ezPropertyAnimComponent, ezResetTransformComponent, ezWindVolumeComponent, ezNavMeshObstacleComponent, ezCameraShakeVolumeComponent, ezJoltStaticActorComponent, ezPxGrabObjectComponent, ezCollectionComponent, ezColorAnimationComponent, ezJoltDefaultCharacterComponent, ezRcMarkPoiVisibleComponent, ezRotorComponent, ezSoldierComponent, ezSliderComponent, ezSpatialAnchorComponent, ezPxBoneColliderComponent, ezScriptComponent, ezPxCharacterCapsuleShapeComponent, ezPxStaticActorComponent, ezPxControlledRagdollComponent, and ezPxSimulatedRagdollComponent.
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protectedvirtual |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler.
Reimplemented in ezTypeScriptComponent, and ezForwardEventsToGameStateComponent.
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protectedvirtual |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler.
Reimplemented in ezTypeScriptComponent, and ezForwardEventsToGameStateComponent.
void ezComponent::SetActiveFlag | ( | bool | bEnabled | ) |
Sets the active flag of the component, which affects its active state.
The active flag affects the 'active state' of the component. Ie. a component without the active flag will always be inactive. However, the active state is also affected by the active state of the owning game object. Thus a component attached to an inactive game object, will also be inactive.
Note that it is up to the component manager though, whether it differentiates between active and inactive components.