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Plasma Engine
2.0
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Base class of all component types. More...
#include <Component.h>
Inherits plReflectedClass.
Inherited by plAgentSteeringComponent, plAiComponent, plAiNavMeshPathTestComponent, plAiNavigationComponent, plAimIKComponent, plAmplitudeComponent, plAnimationControllerComponent, plAreaDamageComponent, plAudioSystemComponent, plBakedProbesVolumeComponent, plBlackboardComponent, plCameraComponent, plCameraShakeComponent, plCameraShakeVolumeComponent, plCharacterControllerComponent, plCollectionComponent, plColorAnimationComponent, plCommentComponent, plDebugTextComponent, plDeviceTrackingComponent, plEventMessageHandlerComponent, plFakeRopeComponent, plFmodComponent, plFollowPathComponent, plFootIKComponent, plGrabbableItemComponent, plHeadBoneComponent, plInputComponent, plJointAttachmentComponent, plJointOverrideComponent, plJoltActorComponent, plJoltConstraintComponent, plJoltGrabObjectComponent, plJoltHitboxComponent, plJoltRagdollComponent, plJoltRopeComponent, plJoltShapeComponent, plLineToComponent, plMarkerComponent, plMoveToComponent, plNavMeshObstacleComponent, plNpcComponent, plOccluderComponent, plPathComponent, plPathNodeComponent, plPlayerStartPointComponent, plPostProcessingComponent, plPowerConnectorComponent, plPrefabReferenceComponent, plProcPlacementComponent, plProcVolumeComponent, plProjectileComponent, plPropertyAnimComponent, plRaycastComponent, plRcComponent, plReflectionProbeComponentBase, plRenderComponent, plResetTransformComponent, plSensorComponent, plSettingsComponent, plShapeIconComponent, plSimpleAnimationComponent, plSimpleWindComponent, plSkeletonPoseComponent, plSpatialAnchorComponent, plSpawnBoxComponent, plSpawnComponent, plStageSpaceComponent, plStateMachineComponent, plTimedDeathComponent, plTransformComponent, plTriggerDelayModifierComponent, plTwoBoneIKComponent, plVisualizeHandComponent, plVolumeComponent, and plWindVolumeComponent.
Public Member Functions | |
void | SetActiveFlag (bool bEnabled) |
Sets the active flag of the component, which affects its active state. | |
bool | GetActiveFlag () const |
Checks whether the 'active flag' is set on this component. Note that this does not mean that the component is also 'active'. | |
bool | IsActive () const |
Checks whether this component is in an active state. | |
bool | IsActiveAndInitialized () const |
Returns whether this component is active and initialized. | |
bool | IsActiveAndSimulating () const |
Whether the component is currently active and simulation has been started as well. | |
plComponentManagerBase * | GetOwningManager () |
Returns the corresponding manager for this component. | |
const plComponentManagerBase * | GetOwningManager () const |
Returns the corresponding manager for this component. | |
plGameObject * | GetOwner () |
Returns the owner game object if the component is attached to one or nullptr. | |
const plGameObject * | GetOwner () const |
Returns the owner game object if the component is attached to one or nullptr. | |
plWorld * | GetWorld () |
Returns the corresponding world for this component. | |
const plWorld * | GetWorld () const |
Returns the corresponding world for this component. | |
plComponentHandle | GetHandle () const |
Returns a handle to this component. | |
plUInt32 | GetUniqueID () const |
Returns the unique id for this component. | |
void | SetUniqueID (plUInt32 uiUniqueID) |
Sets the unique id for this component. | |
virtual void | SerializeComponent (plWorldWriter &inout_stream) const |
Override this to save the current state of the component to the given stream. | |
virtual void | DeserializeComponent (plWorldReader &inout_stream) |
Override this to load the current state of the component from the given stream. | |
void | EnsureInitialized () |
Ensures that the component is initialized. Must only be called from another component's Initialize callback. | |
void | EnsureSimulationStarted () |
Ensures that the OnSimulationStarted method has been called. Must only be called from another component's OnSimulationStarted callback. | |
PL_ALWAYS_INLINE bool | SendMessage (plMessage &ref_msg) |
Sends a message to this component. | |
PL_ALWAYS_INLINE bool | SendMessage (plMessage &ref_msg) const |
void | PostMessage (const plMessage &msg, plTime delay=plTime::MakeZero(), plObjectMsgQueueType::Enum queueType=plObjectMsgQueueType::NextFrame) const |
Queues the message for the given phase. The message is processed after the given delay in the corresponding phase. | |
virtual bool | HandlesMessage (const plMessage &msg) const |
Returns whether the given Message is handled by this component. | |
void | SetUserFlag (plUInt8 uiFlagIndex, bool bSet) |
Be careful to check which flags may already be in use by base classes. | |
bool | GetUserFlag (plUInt8 uiFlagIndex) const |
Retrieves a custom flag. Index must be between 0 and 7. | |
void | SetCreatedByPrefab () |
Adds plObjectFlags::CreatedByPrefab to the component. See the flag for details. | |
bool | WasCreatedByPrefab () const |
Checks whether the plObjectFlags::CreatedByPrefab flag is set on this component. | |
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virtual const plRTTI * | GetDynamicRTTI () const |
bool | IsInstanceOf (const plRTTI *pType) const |
Returns whether the type of this instance is of the given type or derived from it. | |
template<typename T > | |
PL_ALWAYS_INLINE bool | IsInstanceOf () const |
Returns whether the type of this instance is of the given type or derived from it. | |
Protected Member Functions | |
plComponent () | |
Keep the constructor private or protected in derived classes, so it cannot be called manually. | |
bool | IsDynamic () const |
Returns whether this component is dynamic and thus can only be attached to dynamic game objects. | |
virtual plWorldModuleTypeId | GetTypeId () const =0 |
virtual plComponentMode::Enum | GetMode () const =0 |
virtual void | Initialize () |
Can be overridden for basic initialization that depends on a valid hierarchy and position. | |
virtual void | Deinitialize () |
This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work. | |
virtual void | OnActivated () |
This method is called when the component gets activated. | |
virtual void | OnDeactivated () |
This method is called when the component gets deactivated. | |
virtual void | OnSimulationStarted () |
This method is called once for active components, at the start of the next world update, but only when the world is simulated. | |
void | EnableUnhandledMessageHandler (bool enable) |
By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message. | |
virtual bool | OnUnhandledMessage (plMessage &msg, bool bWasPostedMsg) |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. | |
virtual bool | OnUnhandledMessage (plMessage &msg, bool bWasPostedMsg) const |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. | |
bool | IsInitialized () const |
bool | IsInitializing () const |
bool | IsSimulationStarted () const |
Protected Attributes | |
const plRTTI * | m_pMessageDispatchType = nullptr |
Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary. | |
Friends | |
class | plWorld |
class | plGameObject |
class | plComponentManagerBase |
Additional Inherited Members | |
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static const plRTTI * | GetStaticRTTI () |
Base class of all component types.
Derive from this class to implement custom component types. Also add the PL_DECLARE_COMPONENT_TYPE macro to your class declaration. Also add a PL_BEGIN_COMPONENT_TYPE/PL_END_COMPONENT_TYPE block to a cpp file. In that block you can add reflected members or message handlers. Note that every component type needs a corresponding manager type. Take a look at plComponentManagerSimple for a simple manager implementation that calls an update method on its components every frame. To create a component instance call CreateComponent on the corresponding manager. Never store a direct pointer to a component but store an plComponentHandle instead.
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protectedvirtual |
This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work.
This function is always called before destruction, even if the component is currently not active. The default implementation checks whether the component is currently active and will ensure OnDeactivated() gets called if necessary. For typical game code, prefer to use OnDeactivated().
Reimplemented in plAmbientLightComponent, plAudioAnimationComponent, plAudioBoxEnvironmentComponent, plAudioControlsComponent, plAudioProxyComponent, plAudioSphereEnvironmentComponent, plAudioSystemProxyDependentComponent, plAudioTriggerComponent, plEventMessageHandlerComponent, plFogComponent, plPostProcessingComponent, plPrefabReferenceComponent, plRaycastComponent, plRenderComponent, plRmlUiCanvas2DComponent, plScriptComponent, plSoldierComponent, and plTypeScriptComponent.
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Override this to load the current state of the component from the given stream.
The active state will be automatically serialized. The 'initialized' state is not serialized, all components will be initialized after creation, even if they were already in an initialized state when they were serialized.
Reimplemented in plAgentSteeringComponent, plAiComponent, plAimIKComponent, plAiNavigationComponent, plAiNavMeshPathTestComponent, plAmbientLightComponent, plAnimatedMeshComponent, plAnimationControllerComponent, plAreaDamageComponent, plAtmosphericScatteringComponent, plAudioAnimationComponent, plAudioBoxEnvironmentComponent, plAudioControlsComponent, plAudioListenerComponent, plAudioRtpcComponent, plAudioSphereEnvironmentComponent, plAudioSwitchStateComponent, plAudioTriggerComponent, plBakedProbesComponent, plBakedProbesVolumeComponent, plBeamComponent, plBlackboardComponent, plBoxReflectionProbeComponent, plCameraComponent, plCameraShakeComponent, plCameraShakeVolumeComponent, plCameraShakeVolumeSphereComponent, plCharacterControllerComponent, plClothSheetComponent, plCollectionComponent, plColorAnimationComponent, plCustomMeshComponent, plDebugTextComponent, plDecalComponent, plDetourCrowdAgentComponent, plDeviceTrackingComponent, plDirectionalLightComponent, plEventMessageHandlerComponent, plFakeRopeComponent, plFmodComponent, plFmodEventComponent, plFmodListenerComponent, plFogComponent, plFollowPathComponent, plFootIKComponent, plGlobalBlackboardComponent, plGrabbableItemComponent, plGreyBoxComponent, plHeadBoneComponent, plHeightfieldComponent, plInputComponent, plInstancedMeshComponent, plJointAttachmentComponent, plJointOverrideComponent, plJoltActorComponent, plJoltCharacterControllerComponent, plJoltClothSheetComponent, plJoltConeConstraintComponent, plJoltConstraintComponent, plJoltDefaultCharacterComponent, plJoltDistanceConstraintComponent, plJoltDynamicActorComponent, plJoltGrabObjectComponent, plJoltHingeConstraintComponent, plJoltHitboxComponent, plJoltPointConstraintComponent, plJoltQueryShapeActorComponent, plJoltRagdollComponent, plJoltRopeComponent, plJoltSettingsComponent, plJoltShapeBoxComponent, plJoltShapeCapsuleComponent, plJoltShapeConvexHullComponent, plJoltShapeCylinderComponent, plJoltShapeSphereComponent, plJoltSliderConstraintComponent, plJoltStaticActorComponent, plJoltSwingTwistConstraintComponent, plJoltTriggerComponent, plJoltVisColMeshComponent, plKrautTreeComponent, plLensFlareComponent, plLightComponent, plLineToComponent, plLocalBlackboardComponent, plLodComponent, plMarkerComponent, plMeshComponentBase, plMoveToComponent, plNpcComponent, plOccluderComponent, plParticleComponent, plPathComponent, plPlayerStartPointComponent, plPointLightComponent, plPostProcessingComponent, plPowerConnectorComponent, plPrefabReferenceComponent, plProcPlacementComponent, plProcVertexColorComponent, plProcVolumeBoxComponent, plProcVolumeComponent, plProcVolumeImageComponent, plProcVolumeSphereComponent, plProjectileComponent, plPropertyAnimComponent, plRaycastComponent, plRcAgentComponent, plRcMarkPoiVisibleComponent, plRcNavMeshComponent, plReflectionProbeComponentBase, plRenderTargetActivatorComponent, plResetTransformComponent, plRmlUiCanvas2DComponent, plRopeRenderComponent, plRotorComponent, plScriptComponent, plSensorComponent, plSensorConeComponent, plSensorCylinderComponent, plSensorSphereComponent, plSimpleAnimationComponent, plSimpleWindComponent, plSkeletonComponent, plSkeletonPoseComponent, plSkyBoxComponent, plSkyLightComponent, plSliderComponent, plSoldierComponent, plSpatialAnchorComponent, plSpawnBoxComponent, plSpawnComponent, plSphereReflectionProbeComponent, plSpotLightComponent, plSpriteComponent, plStageSpaceComponent, plStateMachineComponent, plTimedDeathComponent, plTransformComponent, plTriggerDelayModifierComponent, plTwoBoneIKComponent, plTypeScriptComponent, plVolumeBoxComponent, plVolumeComponent, plVolumeSphereComponent, plWindVolumeComponent, plWindVolumeConeComponent, plWindVolumeCylinderComponent, and plWindVolumeSphereComponent.
PL_ALWAYS_INLINE bool plComponent::GetActiveFlag | ( | ) | const |
Checks whether the 'active flag' is set on this component. Note that this does not mean that the component is also 'active'.
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Returns whether the given Message is handled by this component.
Reimplemented in plForwardEventsToGameStateComponent, and plTypeScriptComponent.
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protectedvirtual |
Can be overridden for basic initialization that depends on a valid hierarchy and position.
All trivial initialization should be done in the constructor. For typical game code, you should prefer to use OnSimulationStarted(). This method is called once for every component, after creation but only at the start of the next world update. Therefore the global position has already been computed and the owner plGameObject is set. Contrary to OnActivated() and OnSimulationStarted(), this function is always called for all components.
Reimplemented in plAtmosphericScatteringComponent, plAudioAnimationComponent, plAudioBoxEnvironmentComponent, plAudioControlsComponent, plAudioProxyComponent, plAudioRtpcComponent, plAudioSphereEnvironmentComponent, plAudioSwitchStateComponent, plAudioSystemProxyDependentComponent, plAudioTriggerComponent, plForwardEventsToGameStateComponent, plGlobalBlackboardComponent, plJoltShapeComponent, plJoltVisColMeshComponent, plLocalBlackboardComponent, plPostProcessingComponent, plRmlUiCanvas2DComponent, plScriptComponent, plSimpleWindComponent, plSkyBoxComponent, plTriggerDelayModifierComponent, and plTypeScriptComponent.
PL_ALWAYS_INLINE bool plComponent::IsActive | ( | ) | const |
Checks whether this component is in an active state.
The active state is determined by the active state of the owning game object and the 'active flag' of this component. Only if the owning game object is active (and thus all of its parent objects as well) and the component has the active flag set, will this component be active.
PL_ALWAYS_INLINE bool plComponent::IsActiveAndInitialized | ( | ) | const |
Returns whether this component is active and initialized.
PL_ALWAYS_INLINE bool plComponent::IsActiveAndSimulating | ( | ) | const |
Whether the component is currently active and simulation has been started as well.
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protectedvirtual |
This method is called when the component gets activated.
By default a component is active, but it can be created in an inactive state. In such a case OnActivated() is only called once a component is activated. If a component gets switched between active and inactive at runtime, OnActivated() and OnDeactivated() are called accordingly. In contrast Initialize() and Deinitialize() are only ever called once.
Reimplemented in plAmbientLightComponent, plAnimatedMeshComponent, plAtmosphericScatteringComponent, plAudioListenerComponent, plAudioSystemEnvironmentComponent, plAudioTriggerComponent, plBakedProbesComponent, plBakedProbesVolumeComponent, plBeamComponent, plBlackboardComponent, plBoxReflectionProbeComponent, plCameraComponent, plCameraShakeVolumeComponent, plClothSheetComponent, plCustomMeshComponent, plDecalComponent, plFakeRopeComponent, plFogComponent, plFollowPathComponent, plGlobalBlackboardComponent, plGreyBoxComponent, plHeightfieldComponent, plInstancedMeshComponent, plJoltClothSheetComponent, plJoltDefaultCharacterComponent, plJoltRopeComponent, plKrautTreeComponent, plLensFlareComponent, plLocalBlackboardComponent, plLodComponent, plMarkerComponent, plNavMeshObstacleComponent, plOccluderComponent, plPathComponent, plPathNodeComponent, plPostProcessingComponent, plPrefabReferenceComponent, plProcPlacementComponent, plProcVertexColorComponent, plProcVolumeComponent, plRaycastComponent, plRcNavMeshComponent, plRenderComponent, plRmlUiCanvas2DComponent, plRopeRenderComponent, plScriptComponent, plSensorComponent, plSimpleWindComponent, plSkeletonComponent, plSkeletonPoseComponent, plSkyBoxComponent, plSkyLightComponent, plSphereReflectionProbeComponent, plStageSpaceComponent, plStateMachineComponent, plTypeScriptComponent, plVolumeComponent, and plWindVolumeComponent.
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protectedvirtual |
This method is called when the component gets deactivated.
Upon destruction, a component that is active first gets deactivated. Therefore OnDeactivated() should be used for typical game code cleanup.
Reimplemented in plAiComponent, plAmbientLightComponent, plAnimatedMeshComponent, plAudioListenerComponent, plAudioSystemEnvironmentComponent, plAudioTriggerComponent, plBakedProbesComponent, plBakedProbesVolumeComponent, plBeamComponent, plBlackboardComponent, plBoxReflectionProbeComponent, plCameraComponent, plCameraShakeVolumeComponent, plClothSheetComponent, plDetourCrowdAgentComponent, plFakeRopeComponent, plFmodEventComponent, plFogComponent, plGlobalBlackboardComponent, plInstancedMeshComponent, plJoltActorComponent, plJoltCharacterControllerComponent, plJoltClothSheetComponent, plJoltConstraintComponent, plJoltDefaultCharacterComponent, plJoltDynamicActorComponent, plJoltGrabObjectComponent, plJoltHitboxComponent, plJoltQueryShapeActorComponent, plJoltRagdollComponent, plJoltRopeComponent, plJoltShapeComponent, plJoltStaticActorComponent, plJoltTriggerComponent, plLensFlareComponent, plLocalBlackboardComponent, plLodComponent, plMarkerComponent, plNavMeshObstacleComponent, plOccluderComponent, plParticleComponent, plParticleFinisherComponent, plPathComponent, plPathNodeComponent, plPostProcessingComponent, plPowerConnectorComponent, plPrefabReferenceComponent, plProcPlacementComponent, plProcVertexColorComponent, plProcVolumeComponent, plRaycastComponent, plRenderComponent, plRmlUiCanvas2DComponent, plRopeRenderComponent, plScriptComponent, plSensorComponent, plSimpleWindComponent, plSkyLightComponent, plSpawnComponent, plSphereReflectionProbeComponent, plStageSpaceComponent, plStateMachineComponent, plTypeScriptComponent, plVolumeComponent, and plWindVolumeComponent.
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protectedvirtual |
This method is called once for active components, at the start of the next world update, but only when the world is simulated.
This is the one preferred method to setup typical game logic. In a pure game environment there is no practical difference between OnActivated() and OnSimulationStarted(), as OnSimulationStarted() will be called right after OnActivated().
However, when a scene is open inside the editor, there is an important difference: OnActivated() is called once the component was created. OnSimulationStarted() is only called once the game simulation is started inside the editor. As an example, if a component starts a sound in OnActivated(), that sound will play right after the scene has been loaded into the editor. If instead the sound gets started in OnSimulationStarted(), it will only play once the user starts the game mode inside the editor.
Additionally, OnSimulationStarted() is only ever executed once on a component, even if the plWorld pauses and resumes world simulation multiple times. Thus components that should only execute a thing exactly once, will work correctly. In contrast OnActivated() and OnDeactivated() will be executed every time the component's active state is toggled, which could re-execute the same behavior multiple times.
Reimplemented in plAiComponent, plAiNavigationComponent, plAnimationControllerComponent, plAreaDamageComponent, plAudioSystemProxyDependentComponent, plAudioTriggerComponent, plCameraShakeVolumeComponent, plClothSheetComponent, plCollectionComponent, plColorAnimationComponent, plDecalComponent, plFmodEventComponent, plFollowPathComponent, plGlobalBlackboardComponent, plJoltActorComponent, plJoltCharacterControllerComponent, plJoltClothSheetComponent, plJoltConstraintComponent, plJoltDefaultCharacterComponent, plJoltDynamicActorComponent, plJoltGrabObjectComponent, plJoltHitboxComponent, plJoltQueryShapeActorComponent, plJoltRagdollComponent, plJoltRopeComponent, plJoltStaticActorComponent, plJoltTriggerComponent, plLocalBlackboardComponent, plNavMeshObstacleComponent, plPowerConnectorComponent, plPrefabReferenceComponent, plProjectileComponent, plPropertyAnimComponent, plRaycastComponent, plRcAgentComponent, plRcMarkPoiVisibleComponent, plResetTransformComponent, plRotorComponent, plScriptComponent, plSimpleAnimationComponent, plSkeletonPoseComponent, plSliderComponent, plSoldierComponent, plSpatialAnchorComponent, plSpawnBoxComponent, plSpawnComponent, plTimedDeathComponent, plTransformComponent, plTypeScriptComponent, and plWindVolumeComponent.
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protectedvirtual |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler.
Reimplemented in plForwardEventsToGameStateComponent, and plTypeScriptComponent.
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protectedvirtual |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler.
Reimplemented in plForwardEventsToGameStateComponent, and plTypeScriptComponent.
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virtual |
Override this to save the current state of the component to the given stream.
Reimplemented in plAgentSteeringComponent, plAiComponent, plAimIKComponent, plAiNavigationComponent, plAiNavMeshPathTestComponent, plAmbientLightComponent, plAnimatedMeshComponent, plAnimationControllerComponent, plAreaDamageComponent, plAtmosphericScatteringComponent, plAudioAnimationComponent, plAudioBoxEnvironmentComponent, plAudioControlsComponent, plAudioListenerComponent, plAudioRtpcComponent, plAudioSphereEnvironmentComponent, plAudioSwitchStateComponent, plAudioTriggerComponent, plBakedProbesComponent, plBakedProbesVolumeComponent, plBeamComponent, plBlackboardComponent, plBoxReflectionProbeComponent, plCameraComponent, plCameraShakeComponent, plCameraShakeVolumeComponent, plCameraShakeVolumeSphereComponent, plCharacterControllerComponent, plClothSheetComponent, plCollectionComponent, plColorAnimationComponent, plCustomMeshComponent, plDebugTextComponent, plDecalComponent, plDetourCrowdAgentComponent, plDeviceTrackingComponent, plDirectionalLightComponent, plEventMessageHandlerComponent, plFakeRopeComponent, plFmodComponent, plFmodEventComponent, plFmodListenerComponent, plFogComponent, plFollowPathComponent, plFootIKComponent, plGlobalBlackboardComponent, plGrabbableItemComponent, plGreyBoxComponent, plHeadBoneComponent, plHeightfieldComponent, plInputComponent, plInstancedMeshComponent, plJointAttachmentComponent, plJointOverrideComponent, plJoltActorComponent, plJoltCharacterControllerComponent, plJoltClothSheetComponent, plJoltConeConstraintComponent, plJoltConstraintComponent, plJoltDefaultCharacterComponent, plJoltDistanceConstraintComponent, plJoltDynamicActorComponent, plJoltGrabObjectComponent, plJoltHingeConstraintComponent, plJoltHitboxComponent, plJoltPointConstraintComponent, plJoltQueryShapeActorComponent, plJoltRagdollComponent, plJoltRopeComponent, plJoltSettingsComponent, plJoltShapeBoxComponent, plJoltShapeCapsuleComponent, plJoltShapeConvexHullComponent, plJoltShapeCylinderComponent, plJoltShapeSphereComponent, plJoltSliderConstraintComponent, plJoltStaticActorComponent, plJoltSwingTwistConstraintComponent, plJoltTriggerComponent, plJoltVisColMeshComponent, plKrautTreeComponent, plLensFlareComponent, plLightComponent, plLineToComponent, plLocalBlackboardComponent, plLodComponent, plMarkerComponent, plMeshComponentBase, plMoveToComponent, plNpcComponent, plOccluderComponent, plParticleComponent, plPathComponent, plPlayerStartPointComponent, plPointLightComponent, plPostProcessingComponent, plPowerConnectorComponent, plPrefabReferenceComponent, plProcPlacementComponent, plProcVertexColorComponent, plProcVolumeBoxComponent, plProcVolumeComponent, plProcVolumeImageComponent, plProcVolumeSphereComponent, plProjectileComponent, plPropertyAnimComponent, plRaycastComponent, plRcAgentComponent, plRcMarkPoiVisibleComponent, plRcNavMeshComponent, plReflectionProbeComponentBase, plRenderTargetActivatorComponent, plResetTransformComponent, plRmlUiCanvas2DComponent, plRopeRenderComponent, plRotorComponent, plScriptComponent, plSensorComponent, plSensorConeComponent, plSensorCylinderComponent, plSensorSphereComponent, plSimpleAnimationComponent, plSimpleWindComponent, plSkeletonComponent, plSkeletonPoseComponent, plSkyBoxComponent, plSkyLightComponent, plSliderComponent, plSoldierComponent, plSpatialAnchorComponent, plSpawnBoxComponent, plSpawnComponent, plSphereReflectionProbeComponent, plSpotLightComponent, plSpriteComponent, plStageSpaceComponent, plStateMachineComponent, plTimedDeathComponent, plTransformComponent, plTriggerDelayModifierComponent, plTwoBoneIKComponent, plTypeScriptComponent, plVolumeBoxComponent, plVolumeComponent, plVolumeSphereComponent, plWindVolumeComponent, plWindVolumeConeComponent, plWindVolumeCylinderComponent, and plWindVolumeSphereComponent.
void plComponent::SetActiveFlag | ( | bool | bEnabled | ) |
Sets the active flag of the component, which affects its active state.
The active flag affects the 'active state' of the component. Ie. a component without the active flag will always be inactive. However, the active state is also affected by the active state of the owning game object. Thus a component attached to an inactive game object, will also be inactive.
Note that it is up to the component manager though, whether it differentiates between active and inactive components.