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| PathGameObject (const Vector &pos) |
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| PathGameObject (const ReaderMapping &mapping, bool backward_compatibility_hack=false) |
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virtual void | update (float dt_sec) override |
| This function is called once per frame and allows the object to update it's state. More...
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virtual void | draw (DrawingContext &context) override |
| The GameObject should draw itself onto the provided DrawingContext if this function is called. More...
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virtual std::string | get_class_name () const override |
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virtual std::string | get_display_name () const override |
| Returns the display name of the object, translated to the user's locale.
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virtual GameObjectClasses | get_class_types () const override |
| List notable classes in inheritance hierarchy of class. More...
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virtual const std::string | get_icon_path () const override |
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virtual void | editor_select () override |
| The user clicked on the object in the editor and selected it.
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virtual void | editor_deselect () override |
| The object got deselected.
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virtual void | remove_me () override |
| schedules this object to be removed at the end of the frame
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virtual void | on_flip (float height) override |
| When level is flipped vertically.
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virtual ObjectSettings | get_settings () override |
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void | regenerate_name () |
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Path & | get_path () |
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void | copy_into (PathGameObject &other) |
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bool | is_saveable () const override |
| Allows saving the object only if the path is referenced somewhere. More...
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| GameObject (const std::string &name) |
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| GameObject (const ReaderMapping &reader) |
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virtual void | finish_construction () |
| Called after all objects have been added to the Sector and the Sector is fully constructed. More...
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UID | get_uid () const |
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virtual void | save (Writer &writer) |
| This function saves the object. More...
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std::string | save () |
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virtual std::string | get_exposed_class_name () const override |
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virtual std::vector< std::string > | get_patches () const |
| Version checking/updating, patch information.
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virtual void | update_version () |
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int | get_version () const |
| Returns the current version of the object.
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int | get_latest_version () const |
| Returns the latest version of the object.
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bool | is_up_to_date () const |
| Checks whether the object's current version is equal to its latest one.
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virtual bool | is_singleton () const |
| If true only a single object of this type is allowed in a given GameObjectManager.
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virtual bool | has_variable_size () const |
| Does this object have variable size (secret area trigger, wind, etc.)
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virtual bool | track_state () const |
| Indicates if the object's state should be tracked. More...
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virtual bool | has_object_manager_priority () const |
| Indicates if the object should be added at the beginning of the object list. More...
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virtual bool | has_settings () const |
| Indicates if get_settings() is implemented. More...
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virtual GameObjectTypes | get_types () const |
| Get all types of the object, if available. More...
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int | get_type () const |
| Returns the type index of the object.
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virtual void | after_editor_set () |
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bool | is_valid () const |
| returns true if the object is not scheduled to be removed yet
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void | add_remove_listener (ObjectRemoveListener *listener) |
| registers a remove listener which will be called if the object gets removed/destroyed
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void | del_remove_listener (ObjectRemoveListener *listener) |
| unregisters a remove listener, so it will no longer be called if the object gets removed/destroyed
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void | set_name (const std::string &name) |
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const std::string & | get_name () const |
| Returns the name of the object.
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virtual void | stop_looping_sounds () |
| stops all looping sounds
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virtual void | play_looping_sounds () |
| continues all looping sounds
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template<typename T > |
T * | get_component () |
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void | add_component (std::unique_ptr< GameObjectComponent > component) |
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void | remove_component (GameObjectComponent *component) |
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virtual void | save_state () |
| Save/check the current state of the object. More...
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virtual void | check_state () |
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virtual void | editor_delete () |
| The editor requested the deletion of the object.
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virtual void | editor_update () |
| Called each frame in the editor, used to keep linked objects together (e.g. More...
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GameObjectManager * | get_parent () const |
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enum | TypeChange { INITIAL = -1
} |
| When the type has been changed from the editor. More...
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void | parse_type (const ReaderMapping &reader) |
| Parse object type. More...
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virtual void | on_type_change (int old_type) |
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int | type_id_to_value (const std::string &id) const |
| Conversion between type ID and value. More...
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std::string | type_value_to_id (int value) const |
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std::string | m_name |
| a name for the gameobject, this is mostly a hint for scripts and for debugging, don't rely on names being set or being unique
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int | m_type |
| Type of the GameObject. More...
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std::vector< std::unique_ptr< FadeHelper > > | m_fade_helpers |
| Fade Helpers are for easing/fading script functions.
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bool | m_track_undo |
| Track the following creation/deletion of this object for undo. More...
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