Updateable
Direct Subclass:
Indirect Subclass:
Baseclass for objects that follow the same ECS pattern of the seed engine.
Used in anything that should follow a create, update, end loop handled by the Engine.
Many things will need to update/start/end. If you derive something that has the start()/update()/end()... functions, the children should fill in their respective callbacks (onStart()/onUpdate()/onEnd()/...).
Constructor Summary
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Member Summary
Public Members | ||
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deregister: * |
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id: * |
Method Summary
Public Methods | ||
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Cleanup code for when destroying an Updateable. |
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end() Base call function for when this Updateable is to be ended. |
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onEnd() Called when the object is being removed or cleaned up from usage. |
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onPause() Called when the object is intended to be paused. |
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onStart() Called when the the object is first introduced. |
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Called when the object is to be unpaused from paused state. |
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onUpdate() Called on every update within the game, once the object has had onStart called. |
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pause() Base call function for when this Updateable is to be paused. |
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start() Base call function for when this Updateable is to be started. |
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unpause() Base call function for when this Updateable is to be unpaused. |
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update() Base call function for when this Updateable is to be updated. |