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Public Member Functions | Protected Member Functions | Friends | List of all members
UDetail Class Reference

The base subjective data block class. More...

#include <Detail.h>

Inheritance diagram for UDetail:
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Collaboration diagram for UDetail:
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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.
 
ISubjectiveGetOwner () const
 The owning subjective of the detail (if any).
 
AMechanismGetMechanism () const
 The mechanism this detail is part of.
 
TSubclassOf< UDetailGetClass () const
 Get the detail class.
 

Protected Member Functions

TScriptInterface< ISubjectiveBP_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
 

Detailed Description

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.

Constructor & Destructor Documentation

◆ UDetail()

UDetail::UDetail ( )
inline

Member Function Documentation

◆ Activated()

virtual void UDetail::Activated ( )
inlineprotectedvirtual

The event is fired, when the detail has become active for the subject.

Calls ReceiveActivated() by default, to trigger the event in blueprints.

◆ BP_GetOwner()

TScriptInterface< ISubjective > UDetail::BP_GetOwner ( ) const
protected

The owning subjective of the detail (if any).

◆ Deactivated()

virtual void UDetail::Deactivated ( )
inlineprotectedvirtual

The event is fired, when the detail has become inactive for a subject.

Calls ReceiveDeactivated() by default, to trigger the event in blueprints.

◆ GetClass()

TSubclassOf< UDetail > UDetail::GetClass ( ) const
inline

Get the detail class.

◆ GetMechanism()

AMechanism * UDetail::GetMechanism ( ) const
inline

The mechanism this detail is part of.

◆ GetOwner()

ISubjective * UDetail::GetOwner ( ) const
inline

The owning subjective of the detail (if any).

◆ IsEnabled()

bool UDetail::IsEnabled ( ) const
inline

Check if the detail currently active.

◆ ReceiveActivated()

void UDetail::ReceiveActivated ( )
protected

The event is fired, when the detail has become active for a subject.

◆ ReceiveDeactivated()

void UDetail::ReceiveDeactivated ( )
protected

The event is fired, when the detail has become inactive for a subject.

◆ SetEnabled()

void UDetail::SetEnabled ( const bool  bState = true)

Set a detail to be active, or not.

Friends And Related Function Documentation

◆ AMechanism

friend class AMechanism
friend

◆ ISubjective

friend class ISubjective
friend

◆ UMachine

friend class UMachine
friend

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