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ezEngine
Milestone 9
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This component deletes the object it is attached to after a timeout. More...
#include <TimedDeathComponent.h>
Public Member Functions | |
virtual void | SerializeComponent (ezWorldWriter &stream) const override |
Override this to save the current state of the component to the given stream. | |
virtual void | DeserializeComponent (ezWorldReader &stream) override |
Override this to load the current state of the component from the given stream. More... | |
virtual void | OnSimulationStarted () override |
Once this function has been executed, the timeout for deletion is fixed and cannot be reset. | |
void | OnTriggered (ezMsgComponentInternalTrigger &msg) |
void | SetTimeoutPrefab (const char *szPrefab) |
const char * | GetTimeoutPrefab () const |
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void | SetActive (bool bActive) |
Sets the active state of the component. Note that it is up to the manager if he differentiates between active and inactive components. | |
void | Activate () |
Activates the component. Note that it is up to the manager if he differentiates between active and inactive components. | |
void | Deactivate () |
Deactivates the component. | |
bool | IsActive () const |
Returns whether this component is active. | |
bool | IsActiveAndInitialized () const |
Returns whether this component is active and initialized. | |
bool | IsActiveAndSimulating () const |
Whether the component is currently active and simulation has been started as well. | |
ezComponentManagerBase * | GetOwningManager () |
Returns the corresponding manager for this component. | |
const ezComponentManagerBase * | GetOwningManager () const |
Returns the corresponding manager for this component. | |
ezGameObject * | GetOwner () |
Returns the owner game object if the component is attached to one or nullptr. | |
const ezGameObject * | GetOwner () const |
Returns the owner game object if the component is attached to one or nullptr. | |
ezWorld * | GetWorld () |
Returns the corresponding world for this component. | |
const ezWorld * | GetWorld () 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. | |
bool | SendMessage (ezMessage &msg) |
Sends a message to this component. | |
bool | SendMessage (ezMessage &msg) const |
void | PostMessage (const ezMessage &msg, ezObjectMsgQueueType::Enum queueType) const |
Queues the message for the given phase and processes it later in that phase. | |
void | PostMessage (const ezMessage &msg, ezObjectMsgQueueType::Enum queueType, ezTime delay) const |
Queues the message for the given phase. The message is processed after the given delay in the corresponding phase. | |
void | SetUserFlag (ezUInt8 flagIndex, bool set) |
Stores a custom flag. Index must be between 0 and 7. More... | |
bool | GetUserFlag (ezUInt8 flagIndex) const |
Retrieves a custom flag. Index must be between 0 and 7. | |
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virtual const ezRTTI * | GetDynamicRTTI () const |
EZ_ALWAYS_INLINE 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 | |
ezTime | m_MinDelay |
ezTime | m_DelayRange |
Additional Inherited Members | |
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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. | |
bool | IsDynamic () const |
Returns whether this component is dynamic and thus can only be attached to dynamic game objects. | |
virtual ezUInt16 | 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) |
When EnableUnhandledMessageHandler() was activated, called for messages all unhandled messages. | |
virtual bool | OnUnhandledMessage (ezMessage &msg) const |
When EnableUnhandledMessageHandler() was activated, called for messages all unhandled messages. | |
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const ezRTTI * | m_pMessageDispatchType = nullptr |
Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary. | |
This component deletes the object it is attached to after a timeout.
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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.