Apparatus
Version 1.2.1
ECS data-driven workflow for Unreal Engine.
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The game mode mechanism facility. More...
#include <MechanicalGameMode.h>
Public Member Functions | |
AMechanicalGameMode () | |
Construct a new mechanism. More... | |
~AMechanicalGameMode () | |
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 game mode mechanism facility.
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Construct a new mechanism.
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Destroy the mechanism.
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Begin executing the mechanism.
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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.
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The current steady future factor.
This is in relation between the previous change time delta to the next steady frame change delta time.
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End executing the mechanism.
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Get the time of the last processed steady frame.
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The current steady frame.
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The total steady time elapsed.
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