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Plasma Engine
2.0
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Defines a location that the player may start from. More...
#include <PlayerStartPointComponent.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. | |
void | SetPlayerPrefabFile (const char *szFile) |
const char * | GetPlayerPrefabFile () const |
void | SetPlayerPrefab (const plPrefabResourceHandle &hPrefab) |
const plPrefabResourceHandle & | GetPlayerPrefab () 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 |
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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. | |
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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. | |
Public Attributes | |
plArrayMap< plHashedString, plVariant > | m_Parameters |
Protected Attributes | |
plPrefabResourceHandle | m_hPlayerPrefab |
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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. | |
Additional Inherited Members | |
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static const plRTTI * | GetStaticRTTI () |
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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 |
Defines a location that the player may start from.
This component specifies which prefab to use as the player object and parameters to spawn the player object with.
The component itself has no functionality. It is the plGameState that decides how to utilize player start points. The default game state searches for a start point component and spawns the prefab from there, assuming that the prefab contains all the functionality to make the game playable (e.g. it should contain a main camera, input handling, movement and so on).
A game state may also ignore the prefab and on the player start point component and only use the location to spawn or relocate the player object.
It is not mandatory to use a spawn point component. A player object can also be instantiated in a scene just as a regular prefab. However, the editor functionality "Play from here", that allows you to spawn the player object at any location in the scene, relies on spawn points, as the spawn point defines which prefab to use for the player prefab, but the game state can now override the location where to spawn the player.
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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.
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overridevirtual |
Override this to save the current state of the component to the given stream.
Reimplemented from plComponent.