Logic component that owns a wind trail emitter scene node.
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#include <WindTrailComponent.h>
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| | WindTrail (Entities::Scene *owningScene) |
| | Constructs a wind trail component for a scene.
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| | ~WindTrail () override=default |
| | Destroys the wind trail component.
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| void | beginPlay () override |
| | Called when the component is added to the scene or the game starts.
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| void | endPlay () override |
| | Called when the component is removed or the game ends.
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| std::shared_ptr< Entities::SceneNode > | getEmitterNode () const |
| | Gets the scene node used as the trail emitter.
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| | Logic (Entities::Scene *owningScene) |
| | Constructs a logic component owned by a scene.
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| | Logic (const Entities::SpawnContext &context) |
| | Constructs a logic component from spawn context data.
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| virtual | ~Logic ()=default |
| | Destroys the logic component.
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| virtual std::string | getComponentName () const |
| | Gets the component type name for debugging/UI.
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| virtual bool | drawImGui () |
| | Draws component-specific ImGui inspector controls.
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| virtual bool | drawImGuiName () |
| | Used to alter the name of the entity in the outliner.
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| virtual void | tick (double deltaTime) |
| | Called every frame if ticking is enabled.
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| bool | hasBegunPlay () const |
| | Checks whether beginPlay() has been called without a matching endPlay().
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| bool | canTick () const |
| | Checks if the component is currently set to tick.
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| void | setCanTick (bool enable) |
| | Enables or disables ticking for this component.
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| Entities::Entity * | getOwningEntity () const |
| | Gets the entity this component belongs to.
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| static constexpr bool | IsUnique = true |
| | This component type is unique per actor.
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| static constexpr const char * | ComponentName = "WindTrail" |
| | Component registry name.
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| static constexpr bool | IsUnique = false |
| | Defines whether multiple instances of this component can exist on the same entity. Defaults to false (multiple allowed). Override in derived classes with static constexpr bool IsUnique =
true; if needed.
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| static constexpr const char * | ComponentName = "Logic" |
| | Fallback component type name. Derived classes may override getComponentName() for custom labels.
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Logic component that owns a wind trail emitter scene node.
Definition at line 17 of file WindTrailComponent.h.
◆ WindTrail()
Constructs a wind trail component for a scene.
- Parameters
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| owningScene | Scene that owns this component. |
◆ ~WindTrail()
| Engine::Components::WindTrail::~WindTrail |
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| ) |
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overridedefault |
Destroys the wind trail component.
◆ beginPlay()
| void Engine::Components::WindTrail::beginPlay |
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| ) |
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overridevirtual |
◆ endPlay()
| void Engine::Components::WindTrail::endPlay |
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| ) |
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overridevirtual |
◆ getEmitterNode()
Gets the scene node used as the trail emitter.
- Returns
- Emitter scene node, or nullptr before beginPlay creates it.
Definition at line 41 of file WindTrailComponent.h.
References emitterNode_.
◆ ComponentName
| const char* Engine::Components::WindTrail::ComponentName = "WindTrail" |
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staticconstexpr |
◆ emitterNode_
◆ IsUnique
| bool Engine::Components::WindTrail::IsUnique = true |
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staticconstexpr |
The documentation for this class was generated from the following file: