dp88 Building Scripts - Component Base Class
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#include <dp88_buildingScripts.h>
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| void | Detach (GameObject *obj) |
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| virtual void | OnDetach (GameObject *obj) |
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| void | PlayAnimation (GameObject *obj, const char *animation, int nStartFrame, int nEndFrame, bool bLooped) |
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| GameObject * | RegisterWithParent (GameObject *obj, const char *preset_name, int type) |
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| void | Custom (GameObject *obj, int type, int param, GameObject *sender) |
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| virtual void | OnCustom (GameObject *obj, int type, int param, GameObject *sender) |
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| virtual void | OnBuildingOffline (GameObject *obj) |
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| virtual void | OnBuildingOnline (GameObject *obj) |
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| virtual void | OnBuildingCaptured (GameObject *obj, int team) |
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| virtual void | OnBuildingDestroyed (GameObject *obj) |
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- Author
- Daniel Paul (danpa.nosp@m.ul88.nosp@m.@yaho.nosp@m.o.co.nosp@m..uk)
An extension of dp88_buildingScripts_objectBaseClass which adds extra support for building components such as weakpoints and purchase terminals.
◆ Detach()
| void dp88_buildingScripts_componentBaseClass::Detach |
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GameObject * | obj | ) |
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Cleans up animation controller
◆ OnDetach()
| virtual void dp88_buildingScripts_componentBaseClass::OnDetach |
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GameObject * | obj | ) |
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inlineprotectedvirtual |
Called by Detach() to allow derived classes to use the event without overriding Detach()
◆ PlayAnimation()
| void dp88_buildingScripts_componentBaseClass::PlayAnimation |
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GameObject * | obj, |
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const char * | animation, |
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int | nStartFrame, |
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int | nEndFrame, |
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bool | bLooped ) |
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protected |
Plays the specified animation, creating a new animation controller if one does not exist. If the animation name is NULL, a zero length string or invalid any existing animation is stopped
◆ m_pAnimController
Controller for the weakpoint animation