ezEngine  Milestone 9
ezFogComponent Class Reference
Inheritance diagram for ezFogComponent:

Public Member Functions

virtual void Deinitialize () override
 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 () override
 This method is called when the component gets activated. More...
 
virtual void OnDeactivated () override
 This method is called when the component gets deactivated. More...
 
void SetColor (ezColor color)
 
ezColor GetColor () const
 
void SetDensity (float fDensity)
 
float GetDensity () const
 
void SetHeightFalloff (float fHeightFalloff)
 
float GetHeightFalloff () const
 
void OnUpdateLocalBounds (ezMsgUpdateLocalBounds &msg)
 
void OnExtractRenderData (ezMsgExtractRenderData &msg) const
 
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...
 
- Public Member Functions inherited from ezSettingsComponent
 ezSettingsComponent ()
 The constructor marks the component as modified.
 
void SetModified (ezUInt32 uiBits=0xFFFFFFFF)
 Marks the component as modified. Individual bits can be used to mark only specific settings (groups) as modified.
 
bool IsModified (ezUInt32 uiBits=0xFFFFFFFF) const
 Checks whether the component (or some settings group) was marked as modified.
 
void ResetModified (ezUInt32 uiBits=0xFFFFFFFF)
 Marks the settings as not-modified.
 
- 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.
 

Additional Inherited Members

- Static Public Member Functions inherited from ezNoBase
static const ezRTTIGetStaticRTTI ()
 
- 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 OnSimulationStarted ()
 This method is called once for active components, at the start of the next world update, but only when the world is simulated. 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 inherited from ezComponent
const ezRTTIm_pMessageDispatchType = nullptr
 Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.
 

Member Function Documentation

◆ Deinitialize()

void ezFogComponent::Deinitialize ( )
overridevirtual

This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work.

This function is always called before destruction, even if the component is currently not active. The default implementation checks whether the component is currently active and will ensure OnDeactivated() gets called if necessary. For typical game code, prefer to use OnDeactivated().

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

Reimplemented from ezComponent.

◆ DeserializeComponent()

void ezFogComponent::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 ezSettingsComponent.

◆ OnActivated()

void ezFogComponent::OnActivated ( )
overridevirtual

This method is called when the component gets activated.

By default a component is active, but it can be created in an inactive state. In such a case OnActivated() is only called once a component is activated. If a component gets switched between active and inactive at runtime, OnActivated() and OnDeactivated() are called accordingly. In contrast Initialize() and Deinitialize() are only ever called once.

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

Reimplemented from ezComponent.

◆ OnDeactivated()

void ezFogComponent::OnDeactivated ( )
overridevirtual

This method is called when the component gets deactivated.

Upon destruction, a component that is active first gets deactivated. Therefore OnDeactivated() should be used for typical game code cleanup.

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

Reimplemented from ezComponent.


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