Olympe Engine 2.0
2D Game Engine with ECS Architecture
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Public Member Functions | List of all members
AIComponent Class Reference

#include <ObjectComponent.h>

+ Inheritance diagram for AIComponent:
+ Collaboration diagram for AIComponent:

Public Member Functions

 AIComponent ()=default
 
virtual ~AIComponent () override=default
 
virtual ComponentType GetComponentType () const override
 
virtual void SetOwner (Object *_owner) override
 
virtual void Process () override
 
virtual void OnEvent (const Message &msg) override
 
- Public Member Functions inherited from ObjectComponent
 ObjectComponent ()=default
 
virtual ~ObjectComponent ()=default
 
ObjectGetEntity () const
 
virtual void SetEntity (Object *_owner)
 
virtual void Initialize ()
 
virtual void Render ()
 
virtual void RenderDebug ()
 
ObjectGetOwner () const
 
- Public Member Functions inherited from Object
 Object ()
 
virtual ~Object ()
 
uint64_t GetUID () const
 

Additional Inherited Members

- Public Attributes inherited from Object
std::string name = "unnamed_object"
 
- Protected Attributes inherited from ObjectComponent
Objectowner = nullptr
 
GameObjectgao = nullptr
 
- Protected Attributes inherited from Object
uint64_t uid = 0
 
- Static Protected Attributes inherited from ObjectComponent
static floatfDt = GameEngine::fDt
 

Detailed Description

Definition at line 75 of file ObjectComponent.h.

Constructor & Destructor Documentation

◆ AIComponent()

AIComponent::AIComponent ( )
explicitdefault

◆ ~AIComponent()

virtual AIComponent::~AIComponent ( )
overridevirtualdefault

Member Function Documentation

◆ GetComponentType()

virtual ComponentType AIComponent::GetComponentType ( ) const
inlineoverridevirtual

Implements ObjectComponent.

Definition at line 80 of file ObjectComponent.h.

References AI.

◆ OnEvent()

void AIComponent::OnEvent ( const Message msg)
overridevirtual

Reimplemented from ObjectComponent.

Reimplemented in AI_Npc, and AI_Player.

Definition at line 32 of file ObjectComponent.cpp.

References GetComponentTypeID_Static(), and ObjectComponent::OnEvent().

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◆ Process()

virtual void AIComponent::Process ( )
inlineoverridevirtual

Reimplemented from ObjectComponent.

Reimplemented in AI_Npc, and AI_Player.

Definition at line 82 of file ObjectComponent.h.

◆ SetOwner()

void AIComponent::SetOwner ( Object _owner)
overridevirtual

Reimplemented from ObjectComponent.

Reimplemented in AI_Npc, and AI_Player.

Definition at line 7 of file ObjectComponent.cpp.

References Entity, GetComponentTypeID_Static(), ObjectComponent::owner, ObjectComponent::SetOwner(), and SYSTEM_LOG.

Referenced by AI_Player::SetOwner().

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The documentation for this class was generated from the following files: