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AMechanicalGameModeBase Class Reference

The base game mode mechanism facility. More...

#include <MechanicalGameModeBase.h>

Inheritance diagram for AMechanicalGameModeBase:
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Collaboration diagram for AMechanicalGameModeBase:
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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...
 

Detailed Description

The base game mode mechanism facility.

Constructor & Destructor Documentation

◆ AMechanicalGameModeBase()

AMechanicalGameModeBase::AMechanicalGameModeBase ( )
inline

Construct a new mechanism.

◆ ~AMechanicalGameModeBase()

AMechanicalGameModeBase::~AMechanicalGameModeBase ( )
inline

Destroy the mechanism.

Member Function Documentation

◆ BeginPlay()

void AMechanicalGameModeBase::BeginPlay ( )
inlineoverrideprotectedvirtual

Begin executing the mechanism.

◆ CalcSteadyFrameRatio()

float AMechanicalGameModeBase::CalcSteadyFrameRatio ( ) const
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.

◆ CalcSteadyFutureFactor()

float AMechanicalGameModeBase::CalcSteadyFutureFactor ( ) const
inline

The current steady future factor.

This is in relation between the previous change time delta to the next steady frame change delta time.

◆ EndPlay()

void AMechanicalGameModeBase::EndPlay ( const EEndPlayReason::Type  EndPlayReason)
inlineoverrideprotectedvirtual

End executing the mechanism.

◆ GetProcessedSteadyTime()

float AMechanicalGameModeBase::GetProcessedSteadyTime ( ) const
inline

Get the time of the last processed steady frame.

◆ GetSteadyFrame()

int32 AMechanicalGameModeBase::GetSteadyFrame ( ) const
inline

The current steady frame.

◆ GetSteadyTime()

float AMechanicalGameModeBase::GetSteadyTime ( ) const
inline

The total steady time elapsed.

◆ Tick()

void AMechanicalGameModeBase::Tick ( float  DeltaTime)
inlineoverridevirtual

Friends And Related Function Documentation

◆ ISubjective

friend class ISubjective
friend

◆ UBelt

friend class UBelt
friend

◆ UDetail

friend class UDetail
friend

The documentation for this class was generated from the following file: