|
Apparatus
Version 1.3.0
ECS data-driven workflow for Unreal Engine.
|
The base game mode mechanism facility. More...
#include <MechanicalGameModeBase.h>


Public Member Functions | |
| AMechanicalGameModeBase () | |
| Construct a new mechanism. More... | |
| ~AMechanicalGameModeBase () | |
| Destroy the mechanism. More... | |
| virtual void | Tick (float DeltaTime) override |
| float | GetProcessedSteadyTime () const |
| Get the time of the last processed steady frame. More... | |
| float | CalcSteadyFrameRatio () const |
| The current ratio within the steady frame. More... | |
| float | CalcSteadyFutureFactor () const |
| The current steady future factor. More... | |
| int32 | GetSteadyFrame () const |
| The current steady frame. More... | |
| float | GetSteadyTime () const |
| The total steady time elapsed. More... | |
Public Member Functions inherited from IMechanical | |
| void | ReceiveBoot () |
| Process newly created subjects. More... | |
| void | ReceiveInputTick () |
| Process a pre-steady input tick. More... | |
| void | ReceiveSteadyTick (float DeltaSeconds) |
| Process a fixed-rate steady tick. More... | |
| void | ReceivePresentationTick (float DeltaSeconds, float FrameRatio, float FutureFactor) |
| Process a past-steady presentation tick. More... | |
| virtual void | Boot () |
| Process newly created subjects. More... | |
| virtual void | InputTick () |
| Process a pre-steady input tick. More... | |
| virtual void | SteadyTick (float DeltaTime) |
| Process a fixed-rate steady tick. More... | |
| virtual void | PresentationTick (float DeltaSeconds, float FrameRatio, float FutureFactor) |
| Process a past-steady presentation tick. More... | |
| IMechanical () | |
Protected Member Functions | |
| virtual void | BeginPlay () override |
| Begin executing the mechanism. More... | |
| virtual void | EndPlay (const EEndPlayReason::Type EndPlayReason) override |
| End executing the mechanism. More... | |
Protected Member Functions inherited from IMechanical | |
| virtual void | DoTick (float NewTime, float DeltaTime, float SteadyDeltaTime) |
| Perform a standard ticking routine. More... | |
| float | DoGetProcessedSteadyTime (float SteadyDeltaTime) const |
| virtual float | DoCalcSteadyFrameRatio (const float Time, const float SteadyDeltaTime) const |
| virtual float | DoCalcSteadyFutureFactor (const float Time, const float SteadyDeltaTime) const |
Friends | |
| class | UDetail |
| class | UBelt |
| class | ISubjective |
Additional Inherited Members | |
Protected Attributes inherited from IMechanical | |
| uint32 | bInsideTick: 1 |
| Is this mechanism currently updating? More... | |
| uint32 | bInsideSteadyTick: 1 |
| Is this mechanism currently in the process of steady ticking? More... | |
| uint32 | bInsidePresentationTick: 1 |
| Is this mechanism currently in the process of presentation ticking? More... | |
| float | PrevTime = NAN |
| The game time of the previous tick. More... | |
| int32 | SteadyFrame = 0 |
| The steady frame we are currently part of. More... | |
| int32 | ProcessedSteadyFrame = -1 |
| The last, actually processed steady frame. More... | |
The base game mode mechanism facility.
|
inline |
Construct a new mechanism.
|
inline |
Destroy the mechanism.
|
inlineoverrideprotectedvirtual |
Begin executing the mechanism.
|
inline |
The current ratio within the steady frame.
This is in relation between the previous steady frame and the current next one. Should be used for interframe interpolation.
|
inline |
The current steady future factor.
This is in relation between the previous change time delta to the next steady frame change delta time.
|
inlineoverrideprotectedvirtual |
End executing the mechanism.
|
inline |
Get the time of the last processed steady frame.
|
inline |
The current steady frame.
|
inline |
The total steady time elapsed.
|
inlineoverridevirtual |
|
friend |
|
friend |
|
friend |