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Angulos
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The main interface for a component that is managed by the ECS system. More...
Public Member Functions | |
| void | Start () |
| Start the work. | |
| void | Disable () |
| Pause the work. | |
| void | TickCall () |
| Called every frame. | |
| void | UpdateCall () |
| Called every [UpdateTiming] frames. | |
| void | ParentMeshUpdate () |
| Called when a the parent mesh changes. | |
| void | Destroy () |
| Permanently remove the component/clean up. | |
| void | FrameIndependentUpdate () |
| Called every [FrameIndependentUpdateTiming] units of time. Will be constant, even if a the renderer is frozen. This should not be overused. | |
Properties | |
| ushort | calls [get, set] |
| You shouldn't change this. You can, but it will affect the timing of the UpdateCall call. Just remove the throw new NotImplementedException() in the getter. | |
| bool | Working [get, set] |
| If the component is currently working. | |
| ushort | UpdateTiming [get, set] |
| The number of calls to do before executing Update. 2 means Tick will be called 2x more than Update. | |
| TimeSpan | FrameIndependentUpdateTiming [get, set] |
| The time between each call of the FrameIndependentUpdate method. Measured in actual time, not loops. | |
| SimulatedObject | Parent [get, set] |
| The parent object of the component. | |
| bool | HasBeenInitialized [get, set] |
| If the component has been initialized. If false, the ECS will call Start() on the component. | |
| bool | EnableFrameIndependentUpdate [get, set] |
| If frame independant updates should be performed. This should only be used for time-sensitive components like animation. | |
The main interface for a component that is managed by the ECS system.
| void Angulos._3d.Components.IAngulosComponent.Destroy | ( | ) |
Permanently remove the component/clean up.
Implemented in Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent, Angulos._3d.Components.PhysicsComponents.PhysicsRigidBodyComponent, and Angulos._3d.Components.RenderComponents.RigidRenderComponent.
| void Angulos._3d.Components.IAngulosComponent.Disable | ( | ) |
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inline |
Called when a the parent mesh changes.
Implemented in Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent, and Angulos._3d.Components.PhysicsComponents.PhysicsRigidBodyComponent.
| void Angulos._3d.Components.IAngulosComponent.Start | ( | ) |
| void Angulos._3d.Components.IAngulosComponent.TickCall | ( | ) |
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inline |
Called every [UpdateTiming] frames.
Implemented in Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent, and Angulos._3d.Components.PhysicsComponents.PhysicsRigidBodyComponent.
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getset |
You shouldn't change this. You can, but it will affect the timing of the UpdateCall call. Just remove the throw new NotImplementedException() in the getter.
Implemented in Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent, Angulos._3d.Components.PhysicsComponents.PhysicsRigidBodyComponent, and Angulos._3d.Components.RenderComponents.RigidRenderComponent.
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getset |
If frame independant updates should be performed. This should only be used for time-sensitive components like animation.
Implemented in Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent, Angulos._3d.Components.PhysicsComponents.PhysicsRigidBodyComponent, and Angulos._3d.Components.RenderComponents.RigidRenderComponent.
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getset |
The time between each call of the FrameIndependentUpdate method. Measured in actual time, not loops.
Implemented in Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent, and Angulos._3d.Components.RenderComponents.RigidRenderComponent.
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getset |
If the component has been initialized. If false, the ECS will call Start() on the component.
Implemented in Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent, Angulos._3d.Components.PhysicsComponents.PhysicsRigidBodyComponent, and Angulos._3d.Components.RenderComponents.RigidRenderComponent.
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getset |
The parent object of the component.
Implemented in Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent, Angulos._3d.Components.PhysicsComponents.PhysicsRigidBodyComponent, and Angulos._3d.Components.RenderComponents.RigidRenderComponent.
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getset |
The number of calls to do before executing Update. 2 means Tick will be called 2x more than Update.
Implemented in Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent, Angulos._3d.Components.PhysicsComponents.PhysicsRigidBodyComponent, and Angulos._3d.Components.RenderComponents.RigidRenderComponent.
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getset |
If the component is currently working.
Implemented in Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent, Angulos._3d.Components.PhysicsComponents.PhysicsRigidBodyComponent, and Angulos._3d.Components.RenderComponents.RigidRenderComponent.