ezEngine  Milestone 9
ezSpawnComponent Class Reference
Inheritance diagram for ezSpawnComponent:

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...
 
bool TriggerManualSpawn ()
 Spawns a new object, unless the minimum spawn delay has not been reached between calls to this function. More...
 
void ScheduleSpawn ()
 Unless a spawn is already scheduled, this will schedule one within the configured time frame. More...
 
void SetPrefabFile (const char *szFile)
 
const char * GetPrefabFile () const
 
bool GetSpawnAtStart () const
 
void SetSpawnAtStart (bool b)
 
bool GetSpawnContinuously () const
 
void SetSpawnContinuously (bool b)
 
bool GetAttachAsChild () const
 
void SetAttachAsChild (bool b)
 
void SetPrefab (const ezPrefabResourceHandle &hPrefab)
 
EZ_ALWAYS_INLINE const ezPrefabResourceHandleGetPrefab () const
 
void OnSpawn (ezMsgTriggerSpawnComponent &msg)
 
- Public Member Functions inherited from ezComponent
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.
 
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.
 
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.
 
- Public Member Functions inherited from ezReflectedClass
virtual const ezRTTIGetDynamicRTTI () 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
 The minimum delay between spawning objects. This is also enforced for manually spawning things.
 
ezTime m_DelayRange
 For scheduled spawns (continuous / at start) this is an additional random range on top of the minimum spawn delay.
 
ezAngle m_MaxDeviation
 The spawned object's orientation may deviate by this amount around the X axis. 180° is completely random orientation.
 

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...
 
bool SpawnOnce ()
 
virtual void DoSpawn (const ezTransform &tLocalSpawn)
 
- 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 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.
 

Protected Attributes

ezBitflags< ezSpawnComponentFlagsm_SpawnFlags
 
- 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 ()
 

Member Function Documentation

◆ DeserializeComponent()

void ezSpawnComponent::DeserializeComponent ( ezWorldReader 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 ezSpawnComponent::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 ever executed once on a component, even if the ezWorld pauses and resumes world simulation multiple times. Thus components that should only execute a thing exactly once, will work correctly. In contrast OnActivated() and OnDeactivated() will be executed every time the component's active state is toggled, which could re-execute the same behavior multiple times.

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

Reimplemented from ezComponent.

◆ ScheduleSpawn()

void ezSpawnComponent::ScheduleSpawn ( )

Unless a spawn is already scheduled, this will schedule one within the configured time frame.

If continuous spawning is enabled, this will kick of the first spawn and then continue infinitely. To stop continuously spawning, remove the continuous spawn flag.

◆ TriggerManualSpawn()

bool ezSpawnComponent::TriggerManualSpawn ( )

Spawns a new object, unless the minimum spawn delay has not been reached between calls to this function.

Manual spawns and continuous (scheduled) spawns are independent from each other regarding minimum spawn delays. If this function is called in too short intervals, it is ignored and false is returned. Returns true, if an object was spawned.


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