![]() |
Plasma Engine
2.0
|
Spawns instances of prefabs dynamically at runtime. More...
#include <SpawnComponent.h>
Public Member Functions | |
virtual void | SerializeComponent (plWorldWriter &inout_stream) const override |
Override this to save the current state of the component to the given stream. | |
virtual void | DeserializeComponent (plWorldReader &inout_stream) override |
Override this to load the current state of the component from the given stream. | |
bool | CanTriggerManualSpawn () const |
Checks whether the last spawn time was long enough ago that a call to TriggerManualSpawn() would succeed. | |
bool | TriggerManualSpawn (bool bIgnoreSpawnDelay=false, const plVec3 &vLocalOffset=plVec3::MakeZero()) |
Spawns a new object, unless the minimum spawn delay has not been reached between calls to this function. | |
void | ScheduleSpawn () |
Unless a spawn is already scheduled, this will schedule one within the configured time frame. | |
void | SetPrefabFile (const char *szFile) |
Sets the prefab resource to use for spawning. | |
const char * | GetPrefabFile () const |
void | SetSpawnAtStart (bool b) |
Enables that the component spawns right at creation time. Otherwise it needs to be triggered manually. | |
bool | GetSpawnAtStart () const |
void | SetSpawnContinuously (bool b) |
Enables that once an object was spawned, another spawn action will be scheduled right away. | |
bool | GetSpawnContinuously () const |
void | SetAttachAsChild (bool b) |
Sets that spawned objects will be attached as child objects to this game object. | |
bool | GetAttachAsChild () const |
void | SetPrefab (const plPrefabResourceHandle &hPrefab) |
Sets the prefab resource to spawn. | |
PL_ALWAYS_INLINE const plPrefabResourceHandle & | GetPrefab () const |
const plRangeView< const char *, plUInt32 > | GetParameters () const |
void | SetParameter (const char *szKey, const plVariant &value) |
void | RemoveParameter (const char *szKey) |
bool | GetParameter (const char *szKey, plVariant &out_value) const |
![]() | |
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. | |
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. | |
![]() | |
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. | |
Public Attributes | |
plTime | m_MinDelay |
The minimum delay between spawning objects. This is also enforced for manually spawning things. | |
plTime | m_DelayRange |
For scheduled spawns (continuous / at start) this is an additional random range on top of the minimum spawn delay. | |
plAngle | m_MaxDeviation |
The spawned object's orientation may deviate by this amount around the X axis. 180° is completely random orientation. | |
plArrayMap< plHashedString, plVariant > | m_Parameters |
Key/value pairs of parameters to pass to the prefab instantiation. | |
Protected Member Functions | |
virtual 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. | |
virtual void | OnDeactivated () override |
This method is called when the component gets deactivated. | |
virtual void | DoSpawn (const plTransform &tLocalSpawn) |
bool | SpawnOnce (const plVec3 &vLocalOffset) |
void | OnTriggered (plMsgComponentInternalTrigger &msg) |
![]() | |
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. | |
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 | |
plBitflags< plSpawnComponentFlags > | m_SpawnFlags |
plTime | m_LastManualSpawn |
plPrefabResourceHandle | m_hPrefab |
![]() | |
const plRTTI * | m_pMessageDispatchType = nullptr |
Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary. | |
Additional Inherited Members | |
![]() | |
static const plRTTI * | GetStaticRTTI () |
Spawns instances of prefabs dynamically at runtime.
The component may spawn prefabs automatically and also continuously, or it may only spawn objects on-demand when triggered from code.
It keeps track of when it spawned an object and can ignore spawn requests that come in too early. Thus it can also be used to take care of the logic that certain actions are only allowed every once in a while.
|
overridevirtual |
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 from plComponent.
|
overrideprotectedvirtual |
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 from plComponent.
|
overrideprotectedvirtual |
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 from plComponent.
void plSpawnComponent::ScheduleSpawn | ( | ) |
Unless a spawn is already scheduled, this will schedule one within the configured time frame.
If continuous spawning is enabled, this will kick off the first spawn and then continue indefinitely. To stop continuously spawning, remove the continuous spawn flag.
|
overridevirtual |
Override this to save the current state of the component to the given stream.
Reimplemented from plComponent.
bool plSpawnComponent::TriggerManualSpawn | ( | bool | bIgnoreSpawnDelay = false, |
const plVec3 & | vLocalOffset = plVec3::MakeZero() ) |
Spawns a new object, unless the minimum spawn delay has not been reached between calls to this function.
Manual spawns and continuous (scheduled) spawns are independent from each other regarding minimum spawn delays. If this function is called in too short intervals, it is ignored and false is returned. Returns true, if an object was spawned.