Apparatus
Version 1.23
ECS data-oriented workflow for Unreal Engine.
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The base subjective data block class. More...
#include <Detail.h>
Public Member Functions | |
UDetail () | |
bool | IsEnabled () const |
Check if the detail currently active. | |
void | SetEnabled (const bool bState=true) |
Set a detail to be active, or not. | |
ISubjective * | GetOwner () const |
The owning subjective of the detail (if any). | |
AMechanism * | GetMechanism () const |
The mechanism this detail is part of. | |
TSubclassOf< UDetail > | GetClass () const |
Get the detail class. | |
Protected Member Functions | |
TScriptInterface< ISubjective > | BP_GetOwner () const |
The owning subjective of the detail (if any). | |
void | ReceiveActivated () |
The event is fired, when the detail has become active for a subject. | |
void | ReceiveDeactivated () |
The event is fired, when the detail has become inactive for a subject. | |
virtual void | Activated () |
The event is fired, when the detail has become active for the subject. | |
virtual void | Deactivated () |
The event is fired, when the detail has become inactive for a subject. | |
Friends | |
class | ISubjective |
class | AMechanism |
class | UMachine |
The base subjective data block class.
Details are high-level components which are basically Unreal Engine's Objects (UObject
).
These are stored within subjectives and are iterated through the caching belts.
Details (unlike traits) support the OOP-like inheritance model and can also have multiple instances of the same class assigned for each subjective.
New detail instances are enabled by default.
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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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The owning subjective of the detail (if any).
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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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Get the detail class.
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The mechanism this detail is part of.
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The owning subjective of the detail (if any).
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Check if the detail currently active.
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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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