ezEngine  Release 25.03
ezPropertyAnimComponent Class Reference

Animates properties on other objects and components according to the property animation resource. More...

#include <PropertyAnimComponent.h>

Inheritance diagram for ezPropertyAnimComponent:

Classes

struct  Binding
 
struct  ColorBinding
 
struct  ComponentFloatBinding
 
struct  FloatBinding
 
struct  GameObjectBinding
 

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. More...
 
virtual void DeserializeComponent (ezWorldReader &inout_stream) override
 Override this to load the current state of the component from the given stream. More...
 
void SetPropertyAnim (const ezPropertyAnimResourceHandle &hResource)
 
const EZ_ALWAYS_INLINE ezPropertyAnimResourceHandleGetPropertyAnim () const
 
void PlayAnimationRange (ezTime rangeLow, ezTime rangeHigh)
 Sets the animation playback range and resets the playing position to the range start position. Also activates the component if it isn't.
 
void OnMsgSetPlaying (ezMsgSetPlaying &ref_msg)
 Pauses or resumes animation playback. Does not reset any state.
 
- 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

ezEnum< ezPropertyAnimModem_AnimationMode
 
ezTime m_RandomOffset
 
float m_fSpeed = 1.0f
 
ezTime m_AnimationRangeLow
 
ezTime m_AnimationRangeHigh
 
bool m_bPlaying = true
 

Protected Member Functions

virtual void OnSimulationStarted () override
 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 Update ()
 
void CreatePropertyBindings ()
 
void CreateGameObjectBinding (const ezFloatPropertyAnimEntry *pAnim, const ezRTTI *pRtti, void *pObject, const ezGameObjectHandle &hGameObject)
 
void CreateFloatPropertyBinding (const ezFloatPropertyAnimEntry *pAnim, const ezRTTI *pRtti, void *pObject, const ezComponentHandle &hComponent)
 
void CreateColorPropertyBinding (const ezColorPropertyAnimEntry *pAnim, const ezRTTI *pRtti, void *pObject, const ezComponentHandle &hComponent)
 
void ApplyAnimations (const ezTime &tDiff)
 
void ApplyFloatAnimation (const FloatBinding &binding, ezTime lookupTime)
 
void ApplySingleFloatAnimation (const FloatBinding &binding, ezTime lookupTime)
 
void ApplyColorAnimation (const ColorBinding &binding, ezTime lookupTime)
 
ezTime ComputeAnimationLookup (ezTime tDiff)
 
void EvaluateEventTrack (ezTime startTime, ezTime endTime)
 
void StartPlayback ()
 
- 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...
 
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

ezEventMessageSender< ezMsgAnimationReachedEndm_ReachedEndMsgSender
 
ezEventMessageSender< ezMsgGenericEventm_EventTrackMsgSender
 
bool m_bReverse = false
 
ezTime m_AnimationTime
 
ezHybridArray< GameObjectBinding, 4 > m_GoFloatBindings
 
ezHybridArray< ComponentFloatBinding, 4 > m_ComponentFloatBindings
 
ezHybridArray< ColorBinding, 4 > m_ColorBindings
 
ezPropertyAnimResourceHandle m_hPropertyAnim
 
ezSharedPtr< ezPropertyAnimResourceDescriptorm_pAnimDesc
 
- 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.
 

Additional Inherited Members

- Static Public Member Functions inherited from ezNoBase
static const ezRTTIGetStaticRTTI ()
 

Detailed Description

Animates properties on other objects and components according to the property animation resource.

Notes:

  • There is no messages to change speed, simply modify the speed property.

Member Function Documentation

◆ DeserializeComponent()

void ezPropertyAnimComponent::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.

◆ OnSimulationStarted()

void ezPropertyAnimComponent::OnSimulationStarted ( )
overrideprotectedvirtual

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.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from ezComponent.

◆ SerializeComponent()

void ezPropertyAnimComponent::SerializeComponent ( ezWorldWriter inout_stream) const
overridevirtual

Override this to save the current state of the component to the given stream.

Todo:
Somehow store the animation state (not necessary for new scenes, but for quicksaves)

Reimplemented from ezComponent.


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