Struct Entity2D
Public Attributes
| Type | Name |
|---|---|
| bool | bKeepInDynamicList keep in the dynamic list of brute force culled entities |
| bool | bKeepInQuadtree |
| bool | bSerializeInNetworkUpdate do we serialize when the next network update is sent |
| bool | bSerializeToDisk do we serialize when the level is serialized? |
| bool | bSerializeToNetwork do we serialize when the initial level data is sent to clients |
| struct Component2D | components |
| Entity2DDrawFn | draw |
| Entity2DGetBoundingBoxFn | getBB |
| Entity2DGetPreDrawSortValueFn | getSortPos |
| HGeneric | hData |
| HDynamicEntityListItem | hDynamicListRef reference to the entity in the dynamic entities list needed to remove it |
| HEntity2DQuadtreeEntityRef | hQuadTreeRef reference to the entity in the quad tree needed to remove it |
| HandleEntityMessagefn | handleEntityMsg |
| int | inDrawLayer Which object layer of the scene is it in? Effects the order they are drawn in. |
| Entity2DOnInitFn | init |
| Entity2DInputFn | input |
| int | networkID |
| HEntity2D | nextSibling |
| int | numComponents |
| Entity2DOnDestroyFn | onDestroy |
| void * | pData data |
| Entity2DUpdatePostPhysicsFn | postPhys |
| HEntity2D | previousSibling |
| PrintEntityInfoExtenderFn | printEntityInfo |
| HEntity2D | thisEntity just for convenience - this entities handle |
| struct Transform2D | transform |
| EntityType | type |
| Entity2DUpdateFn | update |
| union Entity2D | user |
Public Attributes Documentation
variable bKeepInDynamicList
keep in the dynamic list of brute force culled entities
bool Entity2D::bKeepInDynamicList;
variable bKeepInQuadtree
bool Entity2D::bKeepInQuadtree;
variable bSerializeInNetworkUpdate
do we serialize when the next network update is sent
bool Entity2D::bSerializeInNetworkUpdate;
variable bSerializeToDisk
do we serialize when the level is serialized?
bool Entity2D::bSerializeToDisk;
variable bSerializeToNetwork
do we serialize when the initial level data is sent to clients
bool Entity2D::bSerializeToNetwork;
variable components
struct Component2D Entity2D::components[MAX_COMPONENTS];
variable draw
Entity2DDrawFn Entity2D::draw;
variable getBB
Entity2DGetBoundingBoxFn Entity2D::getBB;
variable getSortPos
Entity2DGetPreDrawSortValueFn Entity2D::getSortPos;
variable hData
HGeneric Entity2D::hData;
variable hDynamicListRef
reference to the entity in the dynamic entities list needed to remove it
HDynamicEntityListItem Entity2D::hDynamicListRef;
variable hQuadTreeRef
reference to the entity in the quad tree needed to remove it
HEntity2DQuadtreeEntityRef Entity2D::hQuadTreeRef;
variable handleEntityMsg
HandleEntityMessagefn Entity2D::handleEntityMsg;
variable inDrawLayer
Which object layer of the scene is it in? Effects the order they are drawn in.
int Entity2D::inDrawLayer;
variable init
Entity2DOnInitFn Entity2D::init;
variable input
Entity2DInputFn Entity2D::input;
variable networkID
int Entity2D::networkID;
variable nextSibling
HEntity2D Entity2D::nextSibling;
variable numComponents
int Entity2D::numComponents;
variable onDestroy
Entity2DOnDestroyFn Entity2D::onDestroy;
variable pData
data
void* Entity2D::pData;
variable postPhys
Entity2DUpdatePostPhysicsFn Entity2D::postPhys;
variable previousSibling
HEntity2D Entity2D::previousSibling;
variable printEntityInfo
PrintEntityInfoExtenderFn Entity2D::printEntityInfo;
variable thisEntity
just for convenience - this entities handle
HEntity2D Entity2D::thisEntity;
variable transform
struct Transform2D Entity2D::transform;
variable type
EntityType Entity2D::type;
variable update
Entity2DUpdateFn Entity2D::update;
variable user
union Entity2D Entity2D::user;
The documentation for this class was generated from the following file /home/runner/work/2DFarmingRPG/2DFarmingRPG/Stardew/engine/include/Entities.h