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virtual void | SerializeComponent (ezWorldWriter &inout_stream) const override |
| Override this to save the current state of the component to the given stream.
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virtual void | DeserializeComponent (ezWorldReader &inout_stream) override |
| Override this to load the current state of the component from the given stream. More...
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const ezPxSettings & | GetSettings () const |
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const ezVec3 & | GetObjectGravity () const |
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void | SetObjectGravity (const ezVec3 &v) |
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const ezVec3 & | GetCharacterGravity () const |
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void | SetCharacterGravity (const ezVec3 &v) |
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float | GetMaxDepenetrationVelocity () const |
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void | SetMaxDepenetrationVelocity (float fMaxVelocity) |
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ezPxSteppingMode::Enum | GetSteppingMode () const |
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void | SetSteppingMode (ezPxSteppingMode::Enum mode) |
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float | GetFixedFrameRate () const |
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void | SetFixedFrameRate (float fFixedFrameRate) |
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ezUInt32 | GetMaxSubSteps () const |
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void | SetMaxSubSteps (ezUInt32 uiMaxSubSteps) |
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| ezSettingsComponent () |
| The constructor marks the component as modified.
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void | SetModified (ezUInt32 uiBits=0xFFFFFFFF) |
| Marks the component as modified. Individual bits can be used to mark only specific settings (groups) as modified.
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bool | IsModified (ezUInt32 uiBits=0xFFFFFFFF) const |
| Checks whether the component (or some settings group) was marked as modified.
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void | ResetModified (ezUInt32 uiBits=0xFFFFFFFF) |
| Marks the settings as not-modified.
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void | SetActiveFlag (bool bEnabled) |
| Sets the active flag of the component, which affects its active state. More...
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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...
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bool | IsActive () const |
| Checks whether this component is in an active state. More...
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bool | IsActiveAndInitialized () const |
| Returns whether this component is active and initialized. More...
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bool | IsActiveAndSimulating () const |
| Whether the component is currently active and simulation has been started as well. More...
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ezComponentManagerBase * | GetOwningManager () |
| Returns the corresponding manager for this component.
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const ezComponentManagerBase * | GetOwningManager () const |
| Returns the corresponding manager for this component.
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ezGameObject * | GetOwner () |
| Returns the owner game object if the component is attached to one or nullptr.
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const ezGameObject * | GetOwner () const |
| Returns the owner game object if the component is attached to one or nullptr.
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ezWorld * | GetWorld () |
| Returns the corresponding world for this component.
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const ezWorld * | GetWorld () const |
| Returns the corresponding world for this component.
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ezComponentHandle | GetHandle () const |
| Returns a handle to this component.
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ezUInt32 | GetUniqueID () const |
| Returns the unique id for this component.
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void | SetUniqueID (ezUInt32 uiUniqueID) |
| Sets the unique id for this component.
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void | EnsureInitialized () |
| Ensures that the component is initialized. Must only be called from another component's Initialize callback.
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void | EnsureSimulationStarted () |
| Ensures that the OnSimulationStarted method has been called. Must only be called from another component's OnSimulationStarted callback.
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EZ_ALWAYS_INLINE bool | SendMessage (ezMessage &ref_msg) |
| Sends a message to this component.
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EZ_ALWAYS_INLINE bool | SendMessage (ezMessage &ref_msg) const |
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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.
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virtual bool | HandlesMessage (const ezMessage &msg) const |
| Returns whether the given Message is handled by this component.
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void | SetUserFlag (ezUInt8 uiFlagIndex, bool bSet) |
| Be careful to check which flags may already be in use by base classes.
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bool | GetUserFlag (ezUInt8 uiFlagIndex) const |
| Retrieves a custom flag. Index must be between 0 and 7.
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void | SetCreatedByPrefab () |
| Adds ezObjectFlags::CreatedByPrefab to the component. See the flag for details.
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bool | WasCreatedByPrefab () const |
| Checks whether the ezObjectFlags::CreatedByPrefab flag is set on this component.
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virtual const ezRTTI * | GetDynamicRTTI () const |
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bool | IsInstanceOf (const ezRTTI *pType) const |
| Returns whether the type of this instance is of the given type or derived from it.
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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.
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static const ezRTTI * | GetStaticRTTI () |
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| ezComponent () |
| Keep the constructor private or protected in derived classes, so it cannot be called manually.
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bool | IsDynamic () const |
| Returns whether this component is dynamic and thus can only be attached to dynamic game objects.
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virtual ezWorldModuleTypeId | GetTypeId () const =0 |
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virtual ezComponentMode::Enum | GetMode () const =0 |
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virtual void | Initialize () |
| Can be overridden for basic initialization that depends on a valid hierarchy and position. More...
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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...
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virtual void | OnActivated () |
| This method is called when the component gets activated. More...
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virtual void | OnDeactivated () |
| This method is called when the component gets deactivated. More...
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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...
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void | EnableUnhandledMessageHandler (bool enable) |
| By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message.
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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...
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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...
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bool | IsInitialized () const |
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bool | IsInitializing () const |
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bool | IsSimulationStarted () const |
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