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Apparatus
Version 1.3.0
ECS data-driven workflow for Unreal Engine.
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The base subject detail (component) class. More...
#include <Detail.h>
Public Member Functions | |
UDetail () | |
bool | IsEnabled () const |
Check if the detail currently active. More... | |
void | SetEnabled (const bool bState=true) |
Set a detail to be active, or not. More... | |
TScriptInterface< class ISubjective > | GetOwner () const |
The owning subjective of the detail. More... | |
TSubclassOf< UDetail > | GetClass () const |
Get the detail class. More... | |
Protected Member Functions | |
void | ReceiveActivated () |
The event is fired, when the detail has become active for a subject. More... | |
void | ReceiveDeactivated () |
The event is fired, when the detail has become inactive for a subject. More... | |
virtual void | Activated () |
The event is fired, when the detail has become active for the subject. More... | |
virtual void | Deactivated () |
The event is fired, when the detail has become inactive for a subject. More... | |
Friends | |
class | ISubjective |
class | UMachine |
The base subject detail (component) class.
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inline |
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inlineprotectedvirtual |
The event is fired, when the detail has become active for the subject.
Calls ReceiveActivated() by default, to trigger the event in blueprints.
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inlineprotectedvirtual |
The event is fired, when the detail has become inactive for a subject.
Calls ReceiveDeactivated() by default, to trigger the event in blueprints.
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inline |
Get the detail class.
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inline |
The owning subjective of the detail.
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inline |
Check if the detail currently active.
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protected |
The event is fired, when the detail has become active for a subject.
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protected |
The event is fired, when the detail has become inactive for a subject.
void UDetail::SetEnabled | ( | const bool | bState = true | ) |
Set a detail to be active, or not.
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friend |
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friend |