Leviathan  0.8.0.0
Leviathan game engine
Leviathan::ScriptComponentState Class Reference

Class for supporting script defined component states. More...

#include <ComponentState.h>

+ Inheritance diagram for Leviathan::ScriptComponentState:

Additional Inherited Members

- Public Member Functions inherited from Leviathan::BaseComponentState
 BaseComponentState (int32_t tick, COMPONENT_TYPE componenttype)
 
virtual ~BaseComponentState ()
 
 BaseComponentState (const BaseComponentState &other) noexcept
 
 BaseComponentState (BaseComponentState &&other) noexcept
 
BaseComponentStateoperator= (const BaseComponentState &other) noexcept
 
BaseComponentStateoperator= (BaseComponentState &&other) noexcept
 
virtual DLLEXPORT void AddDataToPacket (sf::Packet &packet, BaseComponentState *olderstate) const =0
 Adds update data to a packet. More...
 
virtual DLLEXPORT bool FillMissingData (BaseComponentState &otherstate)=0
 Copies data to missing values in this state from another state. More...
 
bool IsBitSet (uint8_t bitnum=0) const
 Returns true if bitnum bit is set in UpdatedFields. More...
 
void SetBit (uint8_t bitnum=0)
 Sets bitnum bit in Updated. More...
 
void SetAllBitsInUpdated ()
 
- Public Attributes inherited from Leviathan::BaseComponentState
int32_t TickNumber
 
COMPONENT_TYPE ComponentType
 
uint8_t UpdatedFields = std::numeric_limits<uint8_t>::max()
 

Detailed Description

Class for supporting script defined component states.

Todo:
This isn't implemented

Definition at line 123 of file ComponentState.h.


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