Skylicht Engine
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Skylicht::Particle::CParticleComponent Member List

This is the complete list of members for Skylicht::Particle::CParticleComponent, including all inherited members.

addLinkComponent(CComponentSystem *comp) (defined in Skylicht::CComponentSystem)Skylicht::CComponentSysteminline
CComponentSystem() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystem
clearParticles()Skylicht::Particle::CParticleComponent
CParticleComponent() (defined in Skylicht::Particle::CParticleComponent)Skylicht::Particle::CParticleComponent
createParticleGroup()Skylicht::Particle::CParticleComponent
createParticleSubGroup(CGroup *group)Skylicht::Particle::CParticleComponent
createSerializable()Skylicht::Particle::CParticleComponentvirtual
duplicateEmitter(CGroup *group, CEmitter *emitter)Skylicht::Particle::CParticleComponent
duplicateGroup(CGroup *group)Skylicht::Particle::CParticleComponent
endUpdate() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemvirtual
getData()Skylicht::Particle::CParticleComponentinline
getFrameUpdated()Skylicht::Particle::CParticleComponentinline
getGameObject() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSysteminline
getGroup(int i)Skylicht::Particle::CParticleComponentinline
getName() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystem
getNumOfGroup()Skylicht::Particle::CParticleComponentinline
getParticleFactory()Skylicht::Particle::CParticleComponentinline
getSourcePath()Skylicht::Particle::CParticleComponentinline
getTotalParticle()Skylicht::Particle::CParticleComponent
initComponent()Skylicht::Particle::CParticleComponentvirtual
isEnable() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSysteminline
IsPlaying()Skylicht::Particle::CParticleComponent
isSerializable() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSysteminline
load()Skylicht::Particle::CParticleComponent
loadEmitters(Particle::CGroup *group, io::IXMLReader *reader)Skylicht::Particle::CParticleComponentprotected
loadGroup(Particle::CGroup *group, io::IXMLReader *reader)Skylicht::Particle::CParticleComponentprotected
loadGroup(Particle::CGroup *group, CObjectSerializable *object)Skylicht::Particle::CParticleComponentprotected
loadModels(Particle::CGroup *group, io::IXMLReader *reader)Skylicht::Particle::CParticleComponentprotected
loadRenderer(Particle::CGroup *group, io::IXMLReader *reader)Skylicht::Particle::CParticleComponentprotected
loadSerializable(CObjectSerializable *object)Skylicht::Particle::CParticleComponentvirtual
loadSubGroups(Particle::CGroup *group, io::IXMLReader *reader)Skylicht::Particle::CParticleComponentprotected
m_dataSkylicht::Particle::CParticleComponentprotected
m_enable (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemprotected
m_factorySkylicht::Particle::CParticleComponentprotected
m_frameUpdateSkylicht::Particle::CParticleComponentprotected
m_gameObject (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemprotected
m_linkComponent (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemprotected
m_serializable (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemprotected
m_sourcePathSkylicht::Particle::CParticleComponentprotected
onEnable(bool b) (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemvirtual
onUpdateCullingLayer(u32 mask) (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemvirtual
Play()Skylicht::Particle::CParticleComponent
removeAllLink() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSysteminline
removeParticleGroup(CGroup *group)Skylicht::Particle::CParticleComponent
reset() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemvirtual
save()Skylicht::Particle::CParticleComponent
saveGroup(Particle::CGroup *group, CObjectSerializable *object)Skylicht::Particle::CParticleComponentprotected
saveGroups(CObjectSerializable *groups)Skylicht::Particle::CParticleComponentprotected
setEnable(bool b) (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystem
setEnableSerializable(bool b) (defined in Skylicht::CComponentSystem)Skylicht::CComponentSysteminline
setGroupTransform(const core::matrix4 &world)Skylicht::Particle::CParticleComponent
setOwner(CGameObject *obj) (defined in Skylicht::CComponentSystem)Skylicht::CComponentSysteminlineprotected
setSourcePath(const char *path)Skylicht::Particle::CParticleComponentinline
startComponent()Skylicht::Particle::CParticleComponentvirtual
Stop()Skylicht::Particle::CParticleComponent
updateComponent()Skylicht::Particle::CParticleComponentvirtual
updateParticleCountByPercentage(float f, bool includeSubGroup=false)Skylicht::Particle::CParticleComponent
useComponent(CComponentSystem *used) (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemstatic
~CComponentSystem() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemvirtual
~CParticleComponent() (defined in Skylicht::Particle::CParticleComponent)Skylicht::Particle::CParticleComponentvirtual
~IActivatorObject()Skylicht::IActivatorObjectinlinevirtual