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SCR_WBAfterWorldUpdateTest.c
Go to the documentation of this file.
1
[
ComponentEditorProps
(
category
:
"GameScripted/Debug"
, description:
"debug"
)]
2
class
SCR_WBAfterWorldUpdateTestClass
:
ScriptComponentClass
3
{
4
}
5
6
class
SCR_WBAfterWorldUpdateTest
:
ScriptComponent
7
{
8
//------------------------------------------------------------------------------------------------
9
// constructor
13
void
SCR_WBAfterWorldUpdateTest
(
IEntityComponentSource
src,
IEntity
ent,
IEntity
parent)
14
{
15
ent.
SetFlags
(
EntityFlags
.ACTIVE,
false
);
16
}
17
18
#ifdef WORKBENCH
19
override
int
_WB_GetAfterWorldUpdateSpecs
(
IEntity
owner, IEntitySource src)
20
{
21
return
EEntityFrameUpdateSpecs.CALL_WHEN_ENTITY_VISIBLE;
22
}
23
//------------------------------------------------------------------------------------------------
24
override
void
_WB_AfterWorldUpdate
(
IEntity
owner,
float
timeSlice)
25
{
26
if
(!owner)
27
Print
(
"Owner is NULL!!!"
);
28
else
29
Print
(owner);
30
}
31
#endif
32
}
ComponentEditorProps
enum EAIGroupCombatMode ComponentEditorProps(category:"GameScripted/AI", description:"Component for utility AI system for groups")
Definition
SCR_AIGroupUtilityComponent.c:12
category
params category
Definition
SCR_VehicleDamageManagerComponent.c:302
SCR_WBAfterWorldUpdateTest
SCR_WBAfterWorldUpdateTestClass ScriptComponentClass SCR_WBAfterWorldUpdateTest(IEntityComponentSource src, IEntity ent, IEntity parent)
Definition
SCR_WBAfterWorldUpdateTest.c:13
IEntity
enum EVehicleType IEntity
GenericComponent::_WB_GetAfterWorldUpdateSpecs
event int _WB_GetAfterWorldUpdateSpecs(IEntity owner, IEntitySource src)
Called after _WB_OnInit or also later when editor needs to know whether _WB_AfterWorldUpdate needs to...
GenericComponent::_WB_AfterWorldUpdate
event void _WB_AfterWorldUpdate(IEntity owner, float timeSlice)
Called after updating world in Workbench. The entity must be selected. You can use editor API here an...
IEntityComponentSource
Definition
IEntityComponentSource.c:13
IEntity
Definition
IEntity.c:13
IEntity::SetFlags
proto external EntityFlags SetFlags(EntityFlags flags, bool recursively=false)
SCR_WBAfterWorldUpdateTestClass
Definition
SCR_WBAfterWorldUpdateTest.c:3
ScriptComponentClass
Definition
ScriptComponentClass.c:8
ScriptComponent
Definition
ScriptComponent.c:24
Print
proto void Print(void var, LogLevel level=LogLevel.NORMAL)
Prints content of variable to console/log.
EntityFlags
EntityFlags
Various entity flags.
Definition
EntityFlags.c:14
scripts
Game
Components
Debug
SCR_WBAfterWorldUpdateTest.c
Generated by
1.17.0