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Component Event Functions
Alan edited this page Mar 11, 2017
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NOTE: THIS IS A WIP! These functions when declared in your code are called by the engine on specific events. Note: signatures have to match.
Function | Details |
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Start() | Called when the component is added to a scene node. Other components may not yet exist. |
DelayedStart() | Called before the first update. At this point all other components of the node should exist. Will also be called if update events are not wanted; in that case the event is immediately unsubscribed afterward. |
Function | Details |
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Stop() | Called when the component is detached from a scene node, usually on destruction. Note that you will no longer have access to the node and scene at that point. |
Note that unlike Unity the delta of (change in) time is passed as a parameter and the function signature have to match that otherwise it won't be called.
Function | Details |
---|---|
Update(float timeStep) | Called on scene update, variable timestep. |
PostUpdate(float timeStep) | Called on scene post-update, variable timestep. |
FixedUpdate(float timeStep) | Called on physics update, fixed timestep. |
FixedPostUpdate(float timeStep) | Called on physics post-update, fixed timestep. |
Function | Details |
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Function | Details |
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Function | Details |
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WIP STUFF:
HandleSceneUpdate(StringHash eventType, VariantMap& eventData)|Handle scene update event. Specific to Scene and scene nodes, not called if scene updates are disabled. HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)|Handle scene post-update event. Specific to Scene and scene nodes, not called if scene updates are disabled.
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