|
static void | InitInfo (WorldSystemInfo outInfo) |
|
proto external void | BeginUpdate () |
| The 4 functions below are designed so scripters can handle a batch update of multiple entities in a performant way.
|
|
proto external void | Update () |
|
proto external void | EndUpdate () |
|
proto external void | AddEntity (notnull IEntity entity) |
|
bool | DependsOn (ESystemPoint point, BaseSystem system) |
| Should return true for systems this system depends on. False otherwise.
|
|
void | OnInit () |
| Called when system are to be intialized.
|
|
void | OnCleanup () |
| Called when system are to be cleaned up.
|
|
void | OnStarted () |
| Called every time system is started (before the first run and after Enable(true) is called.
|
|
void | OnStopped () |
| Called every time system is stopped (after Enable(false) is called and before the system is being destroyed.
|
|
void | OnUpdate (ESystemPoint point) |
| Called every time system is allowed to tick.
|
|
void | OnDiag (float timeSlice) |
|
◆ FindModule()
Returns scripted module by class.
◆ GetListenerPos()
proto external vector SndSystem.GetListenerPos |
( |
| ) |
|
Returns actual listener position.
◆ GetSndWorld()
proto external SndWorld SndSystem.GetSndWorld |
( |
| ) |
|
Current the sound world - may be nullptr if SndWorld is not present in the world.
The documentation for this interface was generated from the following file:
- GameLib/generated/Sound/SndSystem.c