mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-26 14:55:39 +00:00
Other renames to ensure linux case-sensitivity compliance and casing format consistency.
This commit is contained in:
parent
93e767f0c5
commit
f5e86a83b5
33 changed files with 0 additions and 0 deletions
74
Engine/source/T3D/components/game/triggerComponent.h
Normal file
74
Engine/source/T3D/components/game/triggerComponent.h
Normal file
|
|
@ -0,0 +1,74 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
#ifndef _TRIGGER_COMPONENT_H_
|
||||
#define _TRIGGER_COMPONENT_H_
|
||||
|
||||
#ifndef _COMPONENT_H_
|
||||
#include "T3D/components/component.h"
|
||||
#endif
|
||||
|
||||
#ifndef _ENTITY_H_
|
||||
#include "T3D/entity.h"
|
||||
#endif
|
||||
|
||||
#ifndef _COLLISION_INTERFACES_H_
|
||||
#include "T3D/components/collision/collisionInterfaces.h"
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
///
|
||||
///
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
class TriggerComponent : public Component
|
||||
{
|
||||
typedef Component Parent;
|
||||
|
||||
protected:
|
||||
Vector<SceneObject*> mObjectList;
|
||||
|
||||
bool mVisible;
|
||||
|
||||
String mEnterCommand;
|
||||
String mOnExitCommand;
|
||||
String mOnUpdateInViewCmd;
|
||||
|
||||
public:
|
||||
TriggerComponent();
|
||||
virtual ~TriggerComponent();
|
||||
DECLARE_CONOBJECT(TriggerComponent);
|
||||
|
||||
virtual bool onAdd();
|
||||
virtual void onRemove();
|
||||
static void initPersistFields();
|
||||
|
||||
virtual void onComponentAdd();
|
||||
virtual void onComponentRemove();
|
||||
|
||||
virtual void componentAddedToOwner(Component *comp);
|
||||
virtual void componentRemovedFromOwner(Component *comp);
|
||||
|
||||
virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
|
||||
virtual void unpackUpdate(NetConnection *con, BitStream *stream);
|
||||
|
||||
void potentialEnterObject(SceneObject *collider);
|
||||
|
||||
bool testObject(SceneObject* enter);
|
||||
|
||||
virtual void processTick();
|
||||
|
||||
GameConnection* getConnection(S32 connectionID);
|
||||
|
||||
void addClient(S32 clientID);
|
||||
void removeClient(S32 clientID);
|
||||
|
||||
void visualizeFrustums(F32 renderTimeMS);
|
||||
|
||||
DECLARE_CALLBACK(void, onEnterViewCmd, (Entity* cameraEnt, bool firstTimeSeeing));
|
||||
DECLARE_CALLBACK(void, onExitViewCmd, (Entity* cameraEnt));
|
||||
DECLARE_CALLBACK(void, onUpdateInViewCmd, (Entity* cameraEnt));
|
||||
DECLARE_CALLBACK(void, onUpdateOutOfViewCmd, (Entity* cameraEnt));
|
||||
};
|
||||
|
||||
#endif // _EXAMPLEBEHAVIOR_H_
|
||||
Loading…
Add table
Add a link
Reference in a new issue