ScriptFeature::ScriptFeatureUnit Class Reference
#include <scriptfeatureunit.h>
Inheritance diagram for ScriptFeature::ScriptFeatureUnit:

Detailed Description
The ScriptFeatureUnit deliveres a handfull servers for successfully loading, playing and controling of scripts (also cutscenes)(C) 2008 Radon Labs GmbH
Public Member Functions | |
| ScriptFeatureUnit () | |
| constructor | |
| virtual | ~ScriptFeatureUnit () |
| destructor | |
| virtual void | OnActivate () |
| called from GameServer::ActivateProperties() | |
| virtual void | OnDeactivate () |
| called from GameServer::DeactivateProperties() | |
| virtual void | OverwriteScriptManager (const Ptr< Script::ScriptManager > &s) |
| overwrite the default script manager | |
| bool | IsActive () const |
| return true if property is currently active | |
| virtual void | OnLoad () |
| called from within GameServer::Load() after attributes are loaded | |
| virtual void | OnStart () |
| called from within GameServer::OnStart() after OnLoad when the complete world exist | |
| virtual void | OnSave () |
| called from within GameServer::Save() before attributes are saved back to database | |
| virtual void | OnBeginFrame () |
| called on begin of frame | |
| virtual void | OnFrame () |
| called in the middle of the feature trigger cycle | |
| virtual void | OnEndFrame () |
| called at the end of the feature trigger cycle | |
| virtual void | StartRenderDebug () |
| start render debug | |
| virtual void | OnRenderDebug () |
| called when game debug visualization is on | |
| virtual void | StopRenderDebug () |
| stop render debug | |
| virtual void | AttachManager (const Ptr< Manager > &manager) |
| attach a manager to the game world | |
| virtual void | RemoveManager (const Ptr< Manager > &manager) |
| remove a manager from the game world | |
| void | SetCmdLineArgs (const Util::CommandLineArgs &a) |
| set command line args | |
| const Util::CommandLineArgs & | GetCmdLineArgs () const |
| get command line args | |
| void | SetRenderDebug (bool b) |
| set flag for rendering debug information | |
| bool | HasRenderDebug () const |
| get flag for rendering debug information | |
| int | GetRefCount () const |
| get the current refcount | |
| void | AddRef () |
| increment refcount by one | |
| void | Release () |
| decrement refcount and destroy object if refcount is zero | |
| bool | IsInstanceOf (const Rtti &rtti) const |
| return true if this object is instance of given class | |
| bool | IsInstanceOf (const Util::String &className) const |
| return true if this object is instance of given class by string | |
| bool | IsInstanceOf (const Util::FourCC &classFourCC) const |
| return true if this object is instance of given class by fourcc | |
| bool | IsA (const Rtti &rtti) const |
| return true if this object is instance of given class, or a derived class | |
| bool | IsA (const Util::String &rttiName) const |
| return true if this object is instance of given class, or a derived class, by string | |
| bool | IsA (const Util::FourCC &rttiFourCC) const |
| return true if this object is instance of given class, or a derived class, by fourcc | |
| const Util::String & | GetClassName () const |
| get the class name | |
| Util::FourCC | GetClassFourCC () const |
| get the class FourCC code | |
Static Public Member Functions | |
| static void | DumpRefCountingLeaks () |
| dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!) | |
Member Function Documentation
| void Game::FeatureUnit::OnLoad | ( | ) | [virtual, inherited] |
called from within GameServer::Load() after attributes are loaded
This method is called from within Game::GameServer::Load() on load of a savegame.
| void Game::FeatureUnit::OnStart | ( | ) | [virtual, inherited] |
called from within GameServer::OnStart() after OnLoad when the complete world exist
This method is called from within Game::GameServer::OnStart(). Its called after all game features are activated and have initialized their subsystems. Use this
| void Game::FeatureUnit::OnSave | ( | ) | [virtual, inherited] |
called from within GameServer::Save() before attributes are saved back to database
This method is called from within Game::GameServer::Save(). It's called on save of a game.
| void Game::FeatureUnit::OnBeginFrame | ( | ) | [virtual, inherited] |
called on begin of frame
This method is called from Game::GameServer::OnBeginFrame() on all game features attached to an GameServer in the order of attachment. Override this method if your FeatureUnit has to do any work at the beginning of the frame.
| void Game::FeatureUnit::OnFrame | ( | ) | [virtual, inherited] |
called in the middle of the feature trigger cycle
This method is called from Game::GameServer::OnMoveBefore() on all game features attached to an GameServer in the order of attachment. Override this method if your FeatureUnit has any work to do before the physics subsystem is triggered.
| void Game::FeatureUnit::OnEndFrame | ( | ) | [virtual, inherited] |
called at the end of the feature trigger cycle
This method is called from Game::GameServer::OnRender() on all game features attached to an GameServer in the order of attachment. Override this method if your FeatureUnit has any work to do before rendering happens.
| void Game::FeatureUnit::OnRenderDebug | ( | ) | [virtual, inherited] |
called when game debug visualization is on
This method is called from Game::GameServer::OnRenderDebug() on all game features attached to an GameServer in the order of attachment. It's meant for debug issues. It will be called when debug mode is enabled.
attach a manager to the game world
Attach a manager object to the game world. The manager's OnActivate() method will be called once right away, and then its OnFrame() method once per frame.
remove a manager from the game world
Remove a manager object from the game world. The manager's OnDeactivate() method will be called.
| int Core::RefCounted::GetRefCount | ( | ) | const [inline, inherited] |
get the current refcount
Return the current refcount of the object.
| void Core::RefCounted::AddRef | ( | ) | [inline, inherited] |
increment refcount by one
Increment the refcount of the object.
| void Core::RefCounted::Release | ( | ) | [inline, inherited] |
decrement refcount and destroy object if refcount is zero
Decrement the refcount and destroy object if refcount is zero.
| const Util::String & Core::RefCounted::GetClassName | ( | ) | const [inline, inherited] |
get the class name
Get the class name of the object.
| Util::FourCC Core::RefCounted::GetClassFourCC | ( | ) | const [inline, inherited] |
get the class FourCC code
Get the class FourCC of the object.
| void Core::RefCounted::DumpRefCountingLeaks | ( | ) | [static, inherited] |
dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)
This method should be called as the very last before an application exits.