#include <Eva.h>
Inherits SubsystemInterface.
Definition at line 152 of file Eva.h.
◆ Eva()
◆ ~Eva()
◆ getEvaCheckInfo()
◆ init()
- Assign any default values to data required for the class
- Allocate any memory and resources needed throughout the lifetime of the class
Implements SubsystemInterface.
Definition at line 259 of file Eva.cpp.
◆ isTimeForCheck()
◆ messageShouldPlay()
◆ messageToName()
◆ nameToMessage()
◆ newEvaCheckInfo()
◆ parseEvaMessageFromIni()
| void Eva::parseEvaMessageFromIni |
( |
INI * | ini, |
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void * | instance, |
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void * | store, |
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const void * | userData ) |
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static |
Parses the name of an Eva message from an INI file
Definition at line 554 of file Eva.cpp.
◆ playMessage()
◆ processPlayingMessages()
| void Eva::processPlayingMessages |
( |
UnsignedInt | currentFrame | ) |
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protected |
◆ reset()
- Any system should be able to reset all data and go back to an empty state that is ready to accept a completely new set of data. Reset() can expect to be used in the context of resetting the engine in order to start or load a new game.
- Do NOT free and re-allocate resources needed, where possible reorganize and re-initialize the resources already allocated.
- After a reset, the system does not need to be in EXACTLY the same state as a fresh instantiation. If there are persistent state information for the system make sure you maintain it while restoring or re-initializing other transient parts.
Implements SubsystemInterface.
Definition at line 267 of file Eva.cpp.
◆ setEvaEnabled()
| void Eva::setEvaEnabled |
( |
Bool | enabled | ) |
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◆ setShouldPlay()
| void Eva::setShouldPlay |
( |
EvaMessage | messageToPlay | ) |
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◆ shouldPlayGenericHandler()
◆ shouldPlayLowPower()
| Bool Eva::shouldPlayLowPower |
( |
Player * | localPlayer | ) |
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staticprotected |
◆ update()
- Update methods are the place to do system per frame processing. You should call the system update once each time through the game loop to service the system.
- Note that currently the GameClient and GameLogic will be updating at different rates where the logic is running real time, and the client will adjust how many loops can be done during one server time slice in order to improve performance on low end machines.
Implements SubsystemInterface.
Definition at line 288 of file Eva.cpp.
The documentation for this class was generated from the following files:
- Code/GameEngine/Include/GameClient/Eva.h
- Code/GameEngine/Source/GameClient/Eva.cpp