3#include <Core/Messages/EventMessage.h>
4#include <Core/World/Declarations.h>
5#include <Foundation/Communication/Message.h>
9 using StorageType = plUInt8;
32 plInt32 m_iPayload = 0;
This class is optimized to take nearly no memory (sizeof(void*)) and to allow very fast checks whethe...
Definition HashedString.h:25
Base class for all message types. Each message type has it's own id which is used to dispatch message...
Definition Message.h:22
A custom enum implementation that allows to define the underlying storage type to control its memory ...
Definition Enum.h:37
Base class for all messages that are sent as 'events'.
Definition EventMessage.h:8
A handle to a game object.
Definition Declarations.h:76
For internal use by components to trigger some known behavior. Usually components will post this mess...
Definition TriggerMessage.h:26
plHashedString m_sMessage
Identifies what the message should trigger.
Definition TriggerMessage.h:30
Sent when something enters or leaves a trigger.
Definition TriggerMessage.h:37
plHashedString m_sMessage
Identifies what the message should trigger.
Definition TriggerMessage.h:41
plGameObjectHandle m_hTriggeringObject
The object that entered the trigger volume.
Definition TriggerMessage.h:47
plEnum< plTriggerState > m_TriggerState
Messages are only sent for 'entered' ('Activated') and 'left' ('Deactivated')
Definition TriggerMessage.h:44
Definition TriggerMessage.h:8
Enum
Definition TriggerMessage.h:12
@ Activated
The trigger was just activated (area entered, key pressed, etc.)
Definition TriggerMessage.h:13
@ Continuing
The trigger is active for more than one frame now.
Definition TriggerMessage.h:14
@ Deactivated
The trigger was just deactivated (left area, key released, etc.)
Definition TriggerMessage.h:15