Skylicht Engine
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Skylicht::CEntityHandler Class Reference

In the Skylicht-Engine, any components with the functionality to manage multiple entities like creating or deleting entities will inherit from the CEntityHandler class. More...

#include <Entity/CEntityHandler.h>

Inheritance diagram for Skylicht::CEntityHandler:
Skylicht::CComponentSystem Skylicht::IActivatorObject Skylicht::CDecals Skylicht::CLightProbes Skylicht::CPrimitive Skylicht::CRenderLine Skylicht::CRenderMesh Skylicht::CRenderMeshInstancing Skylicht::CCube Skylicht::CPlane Skylicht::CSphere Skylicht::CRenderMeshInstancingVAT Skylicht::CRenderSkinnedInstancing

Public Member Functions

virtual void initComponent ()
virtual void updateComponent ()
virtual void onUpdateCullingLayer (u32 mask)
CEntitysearchEntityByID (const char *id)
virtual CEntitycreateEntity ()
virtual CEntitycreateEntity (CEntity *parent)
virtual CEntityspawn ()
virtual void removeEntity (CEntity *entity)
virtual void removeAllEntities ()
void regenerateEntityId ()
core::array< CEntity * > & getEntities ()
int getEntityCount ()
void getEntitiesTransforms (core::array< core::matrix4 > &result)
void setShadowCasting (bool b)
bool isShadowCasting ()
Public Member Functions inherited from Skylicht::CComponentSystem
const char * getName ()
virtual void reset ()
virtual void startComponent ()
virtual void endUpdate ()
virtual void onEnable (bool b)
virtual CObjectSerializablecreateSerializable ()
virtual void loadSerializable (CObjectSerializable *object)
void setEnable (bool b)
bool isEnable ()
CGameObject * getGameObject ()
void setEnableSerializable (bool b)
bool isSerializable ()
void addLinkComponent (CComponentSystem *comp)
void removeAllLink ()
Public Member Functions inherited from Skylicht::IActivatorObject
virtual ~IActivatorObject ()
 Virtual destructor for polymorphic activator objects.

Protected Member Functions

void setEntities (CEntity **entities, u32 count)
void removeChilds (CEntity *entity)
Protected Member Functions inherited from Skylicht::CComponentSystem
void setOwner (CGameObject *obj)

Protected Attributes

core::array< CEntity * > m_entities
bool m_shadowCasting
Protected Attributes inherited from Skylicht::CComponentSystem
CGameObject * m_gameObject
bool m_enable
bool m_serializable
std::vector< CComponentSystem * > m_linkComponent

Additional Inherited Members

Static Public Member Functions inherited from Skylicht::CComponentSystem
static int useComponent (CComponentSystem *used)

Detailed Description

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.

Member Function Documentation

◆ initComponent()

virtual void Skylicht::CEntityHandler::initComponent ( )
virtual

◆ onUpdateCullingLayer()

virtual void Skylicht::CEntityHandler::onUpdateCullingLayer ( u32 mask)
virtual

Reimplemented from Skylicht::CComponentSystem.

◆ updateComponent()

virtual void Skylicht::CEntityHandler::updateComponent ( )
virtual

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