Olympe Engine 2.0
2D Game Engine with ECS Architecture
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PrefabFactory Member List

This is the complete list of members for PrefabFactory, including all inherited members.

AreTypesEquivalent(const std::string &type1, const std::string &type2) constPrefabFactory
CreateEntity(const std::string &prefabName)PrefabFactory
CreateEntityFromBlueprint(const PrefabBlueprint &blueprint, bool autoAssignLayer=true)PrefabFactory
CreateEntityFromPrefabName(const std::string &prefabName)PrefabFactory
CreateEntityWithOverrides(const PrefabBlueprint &blueprint, const LevelInstanceParameters &instanceParams, bool autoAssignLayer=true)PrefabFactory
Get()PrefabFactoryinlinestatic
GetCanonicalInfo(const std::string &type, std::string &outCanonical, std::string &outPrefabFile) constPrefabFactory
GetPrefabCount() constPrefabFactoryinline
GetPrefabRegistry() constPrefabFactoryinline
GetRegisteredComponents() constPrefabFactory
HasPrefab(const std::string &prefabName) constPrefabFactoryinline
InstantiateAIBehavior(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateAIBlackboard(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateAISenses(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateAIState(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateAnimation(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateAttackIntent(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateAudioSource(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateBehaviorTreeRuntime(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateBoundingBox(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateCamera(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateCameraBounds(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateCameraEffects(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateCameraInputBinding(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateCameraTarget(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateCollisionZone(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateComponent(EntityID entity, const ComponentDefinition &componentDef)PrefabFactory
InstantiateController(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateFX(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateHealth(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateIdentity(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateInputMapping(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateInventory(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateMoveIntent(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateMovement(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateNavigationAgent(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateNPC(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiatePhysicsBody(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiatePlayerBinding(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiatePlayerController(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiatePosition(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateTriggerZone(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateVisualAnimation(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateVisualEditor(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
InstantiateVisualSprite(EntityID entity, const ComponentDefinition &def)PrefabFactoryprivate
IsComponentRegistered(const std::string &componentName) constPrefabFactory
IsTypeRegistered(const std::string &type) constPrefabFactory
m_componentFactoriesPrefabFactoryprivate
m_prefabRegistryPrefabFactoryprivate
m_prefabsPrefabFactoryprivate
m_prefabsPreloadedPrefabFactoryprivate
m_scannerPrefabFactoryprivate
NormalizeType(const std::string &type) constPrefabFactory
PrefabFactory()=defaultPrefabFactoryprivate
PreloadAllPrefabs(const std::string &prefabDirectory="Blueprints/EntityPrefab")PrefabFactory
RegisterComponentFactory(const std::string &componentName, std::function< bool(EntityID, const ComponentDefinition &)> factory)PrefabFactory
RegisterPrefab(const std::string &name, PrefabBuilder builder)PrefabFactoryinline
SetPrefabRegistry(const PrefabRegistry &registry)PrefabFactory