In the Skylicht-Engine, any components with the functionality to manage multiple entities like creating or deleting entities will inherit from the CEntityHandler class.
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#include <Entity/CEntityHandler.h>
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| virtual void | initComponent () |
| virtual void | updateComponent () |
| virtual void | onUpdateCullingLayer (u32 mask) |
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CEntity * | searchEntityByID (const char *id) |
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virtual CEntity * | createEntity () |
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virtual CEntity * | createEntity (CEntity *parent) |
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virtual CEntity * | spawn () |
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virtual void | removeEntity (CEntity *entity) |
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virtual void | removeAllEntities () |
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void | regenerateEntityId () |
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core::array< CEntity * > & | getEntities () |
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int | getEntityCount () |
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void | getEntitiesTransforms (core::array< core::matrix4 > &result) |
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void | setShadowCasting (bool b) |
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bool | isShadowCasting () |
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const char * | getName () |
| virtual void | reset () |
| virtual void | startComponent () |
| virtual void | endUpdate () |
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virtual void | onEnable (bool b) |
| virtual CObjectSerializable * | createSerializable () |
| virtual void | loadSerializable (CObjectSerializable *object) |
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void | setEnable (bool b) |
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bool | isEnable () |
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CGameObject * | getGameObject () |
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void | setEnableSerializable (bool b) |
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bool | isSerializable () |
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void | addLinkComponent (CComponentSystem *comp) |
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void | removeAllLink () |
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virtual | ~IActivatorObject () |
| | Virtual destructor for polymorphic activator objects.
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void | setEntities (CEntity **entities, u32 count) |
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void | removeChilds (CEntity *entity) |
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void | setOwner (CGameObject *obj) |
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core::array< CEntity * > | m_entities |
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bool | m_shadowCasting |
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CGameObject * | m_gameObject |
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bool | m_enable |
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bool | m_serializable |
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std::vector< CComponentSystem * > | m_linkComponent |
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static int | useComponent (CComponentSystem *used) |
In the Skylicht-Engine, any components with the functionality to manage multiple entities like creating or deleting entities will inherit from the CEntityHandler class.
And, classes that inherit from CEntityHandler will override the spawn() method to add the necessary data to it.
◆ initComponent()
| virtual void Skylicht::CEntityHandler::initComponent |
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◆ onUpdateCullingLayer()
| virtual void Skylicht::CEntityHandler::onUpdateCullingLayer |
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u32 | mask | ) |
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◆ updateComponent()
| virtual void Skylicht::CEntityHandler::updateComponent |
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The documentation for this class was generated from the following file: