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void | Initialize () override |
| Can be overridden for basic initialization that depends on a valid hierarchy and position.
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void | OnActivated () override |
| This method is called when the component gets activated.
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void | OnSimulationStarted () override |
| This method is called once for active components, at the start of the next world update, but only when the world is simulated.
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void | OnDeactivated () override |
| This method is called when the component gets deactivated.
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void | Deinitialize () override |
| This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work.
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void | SerializeComponent (plWorldWriter &stream) const override |
| Override this to save the current state of the component to the given stream.
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void | DeserializeComponent (plWorldReader &stream) override |
| Override this to load the current state of the component from the given stream.
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void | SetOcclusionCollisionLayer (plUInt8 uiCollisionLayer) |
| Sets the collision layer on which rays should hit when calculating obstruction and occlusion.
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plUInt8 | GetOcclusionCollisionLayer () const |
| Gets the current occlusion collision layer.
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void | SetPlayTrigger (plString sName) |
| Sets the name of the play trigger. If the provided name is the same than the current name, nothing will happen.
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const plString & | GetPlayTrigger () const |
| Gets the name of the current play trigger.
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void | SetStopTrigger (plString sName) |
| Sets the name of the stop trigger. If the provided name is the same than the current name, nothing will happen.
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const plString & | GetStopTrigger () const |
| Gets the name of the current stop trigger.
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const plEnum< plAudioSystemTriggerState > & | GetState () const |
| Gets the internal state of the play trigger.
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bool | IsLoading () const |
| Returns whether the play trigger is currently being loaded.
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bool | IsReady () const |
| Returns whether the play trigger is ready to be activated.
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bool | IsStarting () const |
| Returns whether the play trigger is being activated.
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bool | IsPlaying () const |
| Returns whether the play trigger has been activated and is currently playing.
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bool | IsStopping () const |
| Returns whether the event is being stopped, either by activating the stop trigger if defined, or by stopping the event directly.
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bool | IsStopped () const |
| Returns whether the play trigger has been activated and is currently stopped.
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bool | IsUnloading () const |
| Returns whether the play trigger is being unloaded.
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void | Play (bool bSync=false) |
| Activates the play trigger. If the play trigger was not loaded on initialization, this will load the play trigger the first time it's called.
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void | Stop (bool bSync=false) |
| If a stop trigger is defined, this will activate it. Otherwise, the triggered event will be stopped.
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void | SetActiveFlag (bool bEnabled) |
| Sets the active flag of the component, which affects its active state.
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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'.
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bool | IsActive () const |
| Checks whether this component is in an active state.
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bool | IsActiveAndInitialized () const |
| Returns whether this component is active and initialized.
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bool | IsActiveAndSimulating () const |
| Whether the component is currently active and simulation has been started as well.
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plComponentManagerBase * | GetOwningManager () |
| Returns the corresponding manager for this component.
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const plComponentManagerBase * | GetOwningManager () const |
| Returns the corresponding manager for this component.
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plGameObject * | GetOwner () |
| Returns the owner game object if the component is attached to one or nullptr.
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const plGameObject * | GetOwner () const |
| Returns the owner game object if the component is attached to one or nullptr.
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plWorld * | GetWorld () |
| Returns the corresponding world for this component.
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const plWorld * | GetWorld () const |
| Returns the corresponding world for this component.
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plComponentHandle | GetHandle () const |
| Returns a handle to this component.
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plUInt32 | GetUniqueID () const |
| Returns the unique id for this component.
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void | SetUniqueID (plUInt32 uiUniqueID) |
| Sets the unique id for this component.
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void | EnsureInitialized () |
| Ensures that the component is initialized. Must only be called from another component's Initialize callback.
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void | EnsureSimulationStarted () |
| Ensures that the OnSimulationStarted method has been called. Must only be called from another component's OnSimulationStarted callback.
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PL_ALWAYS_INLINE bool | SendMessage (plMessage &ref_msg) |
| Sends a message to this component.
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PL_ALWAYS_INLINE bool | SendMessage (plMessage &ref_msg) const |
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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.
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virtual bool | HandlesMessage (const plMessage &msg) const |
| Returns whether the given Message is handled by this component.
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void | SetUserFlag (plUInt8 uiFlagIndex, bool bSet) |
| Be careful to check which flags may already be in use by base classes.
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bool | GetUserFlag (plUInt8 uiFlagIndex) const |
| Retrieves a custom flag. Index must be between 0 and 7.
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void | SetCreatedByPrefab () |
| Adds plObjectFlags::CreatedByPrefab to the component. See the flag for details.
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bool | WasCreatedByPrefab () const |
| Checks whether the plObjectFlags::CreatedByPrefab flag is set on this component.
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virtual const plRTTI * | GetDynamicRTTI () const |
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bool | IsInstanceOf (const plRTTI *pType) const |
| Returns whether the type of this instance is of the given type or derived from it.
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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.
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static const plRTTI * | GetStaticRTTI () |
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plAudioSystemDataID | GetEntityId () const |
| Get the ID of the entity referenced by the proxy.
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| plComponent () |
| Keep the constructor private or protected in derived classes, so it cannot be called manually.
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bool | IsDynamic () const |
| Returns whether this component is dynamic and thus can only be attached to dynamic game objects.
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virtual plWorldModuleTypeId | GetTypeId () const =0 |
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virtual plComponentMode::Enum | GetMode () const =0 |
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void | EnableUnhandledMessageHandler (bool enable) |
| By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message.
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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.
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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.
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bool | IsInitialized () const |
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bool | IsInitializing () const |
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bool | IsSimulationStarted () const |
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class plAudioProxyComponent * | m_pProxyComponent {nullptr} |
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const plRTTI * | m_pMessageDispatchType = nullptr |
| Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.
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Audio System Component that triggers an audio event.
This component takes as properties a mandatory play trigger an an optional stop trigger. The user should specify the name of the triggers as defined by the available audio controls loaded in the audio system. If the stop trigger is left empty, the component will send a StopEvent request to the audio system, that means the event triggered by the play trigger should be stoppable that way.
The component also exposes a property that allows to access the internal state through scripting.