| Linderdaum Engine: iActor Class Reference | ![]() |
Base class for all game objects. More...
#include <iActor.h>
Public Member Functions | |
| iActor () | |
| virtual | ~iActor () |
| virtual clWorld * | GetWorld () const |
| virtual clScene * | GetScene () const |
| virtual void | LeaveWorld () |
| virtual void | UpdateActor (float DeltaSeconds)=0 |
| virtual void | RenderOverlay (const LMatrix4 &CameraProjection, const LMatrix4 &CameraTransform) |
| virtual bool | IsUpdatedInPause () const |
| virtual bool | IsPersistent () const |
| virtual int | GetOrder () const |
| virtual void | SetOrder (int Order) |
| virtual void | SetTimeProfile (double Time) |
| virtual double | GetTimeProfile () const |
| virtual void | Actor_EnteredWorld (clWorld *World) |
| virtual void | Actor_LeavedWorld () |
| virtual void | Actor_PostBeginPlay () |
| virtual void | Actor_SomeoneEnteredWorld (iActor *Actor) |
| virtual void | Actor_SomeoneLeavedWorld (iActor *Actor) |
| virtual void | Actor_Event (const std::string &EventName, bool Trigger, const std::string &InstigatorID) |
| virtual void | SendEvent (const std::string &EventName, bool Trigger) const |
| virtual bool | ReceiveSelfEvents () const |
Private Attributes | |
| double | FTimeProfile |
| clWorld * | FWorld |
| world this actor belongs to | |
| int | FOrder |
Base class for all game objects.
| iActor::iActor | ( | ) |
| virtual iActor::~iActor | ( | ) | [inline, virtual] |
| virtual void iActor::Actor_Event | ( | const std::string & | EventName, |
| bool | Trigger, | ||
| const std::string & | InstigatorID | ||
| ) | [inline, virtual] |
| virtual void iActor::Actor_LeavedWorld | ( | ) | [inline, virtual] |
Reimplemented in clEntity.
| virtual void iActor::Actor_PostBeginPlay | ( | ) | [inline, virtual] |
| virtual void iActor::Actor_SomeoneEnteredWorld | ( | iActor * | Actor | ) | [inline, virtual] |
| virtual void iActor::Actor_SomeoneLeavedWorld | ( | iActor * | Actor | ) | [inline, virtual] |
| virtual int iActor::GetOrder | ( | ) | const [inline, virtual] |
| clScene * iActor::GetScene | ( | ) | const [virtual] |
| virtual double iActor::GetTimeProfile | ( | ) | const [inline, virtual] |
| virtual clWorld* iActor::GetWorld | ( | ) | const [inline, virtual] |
| virtual bool iActor::IsPersistent | ( | ) | const [inline, virtual] |
| virtual bool iActor::IsUpdatedInPause | ( | ) | const [inline, virtual] |
| void iActor::LeaveWorld | ( | ) | [virtual] |
| virtual bool iActor::ReceiveSelfEvents | ( | ) | const [inline, virtual] |
| virtual void iActor::RenderOverlay | ( | const LMatrix4 & | CameraProjection, |
| const LMatrix4 & | CameraTransform | ||
| ) | [inline, virtual] |
| void iActor::SendEvent | ( | const std::string & | EventName, |
| bool | Trigger | ||
| ) | const [virtual] |
| virtual void iActor::SetOrder | ( | int | Order | ) | [inline, virtual] |
| virtual void iActor::SetTimeProfile | ( | double | Time | ) | [inline, virtual] |
int iActor::FOrder [private] |
double iActor::FTimeProfile [private] |
clWorld* iActor::FWorld [private] |
world this actor belongs to