ezEngine  Release 25.03
ezSceneTransitionComponent Class Reference

Provides functionality to transition from one scene to another (level loading). More...

#include <SceneTransitionComponent.h>

Inheritance diagram for ezSceneTransitionComponent:

Public Member Functions

virtual void SerializeComponent (ezWorldWriter &inout_stream) const override
 Override this to save the current state of the component to the given stream.
 
virtual void DeserializeComponent (ezWorldReader &inout_stream) override
 Override this to load the current state of the component from the given stream. More...
 
void StartTransition (const ezVec3 &vPositionOffset=ezVec3::MakeZero(), const ezQuat &qRotationOffset=ezQuat::MakeIdentity())
 Makes the game immediately switch to the target level. More...
 
void StartTransitionWithOffsetTo (const ezVec3 &vGlobalPosition, const ezQuat &qGlobalRotation)
 Same as StartTransition() but computes the relative offset to this object from the given global transform.
 
void StartPreload ()
 Starts preloading the target scene. More...
 
void CancelPreload ()
 Cancels any pending preload and frees up memory that memory. More...
 
- Public Member Functions inherited from ezComponent
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...
 
ezComponentManagerBaseGetOwningManager ()
 Returns the corresponding manager for this component.
 
const ezComponentManagerBaseGetOwningManager () const
 Returns the corresponding manager for this component.
 
ezGameObjectGetOwner ()
 Returns the owner game object if the component is attached to one or nullptr.
 
const ezGameObjectGetOwner () const
 Returns the owner game object if the component is attached to one or nullptr.
 
ezWorldGetWorld ()
 Returns the corresponding world for this component.
 
const ezWorldGetWorld () 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.
 
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.
 
- Public Member Functions inherited from ezReflectedClass
virtual const ezRTTIGetDynamicRTTI () 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.
 

Public Attributes

ezHashedString m_sTargetScene
 GUID or path to the scene that shall be loaded.
 
ezHashedString m_sSpawnPoint
 
bool m_bRelativeSpawnPosition = true
 
ezHashedString m_sPreloadCollectionFile
 
ezEnum< ezSceneLoadModem_Mode
 

Protected Member Functions

void OnMsgTriggerTriggered (ezMsgTriggerTriggered &ref_msg)
 
- Protected Member Functions inherited from ezComponent
 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
 

Additional Inherited Members

- Static Public Member Functions inherited from ezNoBase
static const ezRTTIGetStaticRTTI ()
 
- Protected Attributes inherited from ezComponent
const ezRTTIm_pMessageDispatchType = nullptr
 Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.
 

Detailed Description

Provides functionality to transition from one scene to another (level loading).

The component references a target level and spawn point (optional). When triggered, either manually or through a trigger message (e.g. from a physics trigger attached to the same object), the component instructs the active game state to (pre-) load a scene.

It may also automatically forward the relative position of the player from this object into the target scene, such that the level transition appears more seamless.

Member Function Documentation

◆ CancelPreload()

void ezSceneTransitionComponent::CancelPreload ( )

Cancels any pending preload and frees up memory that memory.

Should be used, if the player can enter a preload area and then leave it again, without transitioning the level.

◆ DeserializeComponent()

void ezSceneTransitionComponent::DeserializeComponent ( ezWorldReader inout_stream)
overridevirtual

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 from ezComponent.

◆ StartPreload()

void ezSceneTransitionComponent::StartPreload ( )

Starts preloading the target scene.

Does not switch to it automatically. Call StartTransition() at any time to do so. If the preload is finished by then, the transition will be as seamless as possible, if not, a loading screen may show up.

◆ StartTransition()

void ezSceneTransitionComponent::StartTransition ( const ezVec3 vPositionOffset = ezVec3::MakeZero(),
const ezQuat qRotationOffset = ezQuat::MakeIdentity() 
)

Makes the game immediately switch to the target level.

If necessary, the loading screen is shown first. If offsets are given, the player spawns relative to the target spawn point. This

Member Data Documentation

◆ m_bRelativeSpawnPosition

bool ezSceneTransitionComponent::m_bRelativeSpawnPosition = true

If true, the relative player position in this scene is forwarded to the target scene spawn point. Thus if the two levels looks the same at the transition point, the transition appears more seamless.

◆ m_Mode

ezEnum<ezSceneLoadMode> ezSceneTransitionComponent::m_Mode

If not set to 'None' the component reacts to trigger messages with the desired operation. You can attach a trigger component to the same object (or child) to automatically switch levels. If this is set to 'None', though, operations have to be triggered manually through script code or by sending ezMsgTriggerTriggered directly.

◆ m_sPreloadCollectionFile

ezHashedString ezSceneTransitionComponent::m_sPreloadCollectionFile

Optional collection file to use for preloading. Necessary for proper loading progress calculation.

◆ m_sSpawnPoint

ezHashedString ezSceneTransitionComponent::m_sSpawnPoint

Optional name of the spawn point (see ezPlayerStartPointComponent). If no spawn point with this name exists, the first one in the scene is used.


The documentation for this class was generated from the following files: