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Apparatus
Version 1.23
ECS data-oriented workflow for Unreal Engine.
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The base template for all object-based mechanics. More...
#include <RunnableMechanic.h>


Public Types | |
| using | ComponentTypes = TComponentTypesPack< Ts... > |
| The types of components used within the operation. | |
| using | FCursor = typename ChainT::FCursor |
| The type of cursor to operate with. | |
Public Member Functions | |
| virtual void | operator() (const typename ChainT::FCursor &, Ts...)=0 |
| Operate the current subject. | |
Public Member Functions inherited from FRunnableMechanicBase | |
| FRunnableThread * | GetRunnableThread () const |
| Get a thread this mechanic operates within. | |
The base template for all object-based mechanics.
You can optionally use this template as a base for you custom mechanical objects.
| ChainT | The type of chain to operate on. |
| Ts | The types of components to operate on. |
| using TRunnableMechanic< ChainT, Ts >::ComponentTypes = TComponentTypesPack<Ts...> |
The types of components used within the operation.
| using TRunnableMechanic< ChainT, Ts >::FCursor = typename ChainT::FCursor |
The type of cursor to operate with.
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pure virtual |
Operate the current subject.
Implement in the descendants. Using an inline (FORCEINLINE) method is recommended, since the inlining-friendly context will be provided for the execution.