Definition at line 12 of file GameObjectMgr.h.
 
◆ AddDestroyObject()
      
        
          | void GameObjectMgr::AddDestroyObject  | 
          ( | 
          SGameObject * |           object | ) | 
           | 
        
      
 
Definition at line 48 of file GameObjectMgr.cpp.
   48                                                        {
   49    if(object->GetStatus() != SGameObject::DESTROY) return;
   50    m_destroyObjectsQueue.push(object);
   51}
 
 
 
◆ DestroyQueuedObject()
      
        
          | void GameObjectMgr::DestroyQueuedObject  | 
          ( | 
           | ) | 
           | 
        
      
 
Definition at line 37 of file GameObjectMgr.cpp.
   37                                        {
   38    if (m_destroyObjectsQueue.empty()) return;
   39 
   40    for (; !m_destroyObjectsQueue.empty(); m_destroyObjectsQueue.pop()) {
   41        const auto& object = m_destroyObjectsQueue.front();
   42 
   44        CORE->GetCore(
MemoryMgr)->ReleaseObject(
object);
 
   45    }
   46}
 
 
 
◆ Find()
      
        
          | SGameObject * GameObjectMgr::Find  | 
          ( | 
          const std::string & |           name | ) | 
           const | 
        
      
 
Definition at line 53 of file GameObjectMgr.cpp.
   53                                                            {
   54    for (const auto& pair : m_objects) {
   55        const auto& object = pair.second;
   56        if (object->GetName() == name)
   57            return object;
   58    }
   59 
   60    return nullptr;
   61 
   62}
 
 
 
◆ FindByHash()
      
        
          | SGameObject * GameObjectMgr::FindByHash  | 
          ( | 
          const std::string & |           hash | ) | 
           const | 
        
      
 
Definition at line 78 of file GameObjectMgr.cpp.
   78                                                                  {
   79    std::string obj_hash = split(hash, '?')[0];
   81}
 
 
 
◆ FindByID()
      
        
          | SGameObject * GameObjectMgr::FindByID  | 
          ( | 
          const std::string & |           id | ) | 
           const | 
        
      
 
Definition at line 64 of file GameObjectMgr.cpp.
   64                                                              {
   65    std::string obj_id = split(id, '?')[0];
   66 
   67    for (const auto& pair : m_objects) {
   68        const auto& object = pair.second;
   69        if (object->isPrefab()) continue;
   70        auto id_ = object->GetID();
   71        if (id_ == obj_id)
   72            return object;
   73    }
   74 
   75    return nullptr;
   76}
 
 
 
◆ FindComponentByHash()
      
        
          | SComponent * GameObjectMgr::FindComponentByHash  | 
          ( | 
          const std::string & |           hash | ) | 
           const | 
        
      
 
Definition at line 98 of file GameObjectMgr.cpp.
   98                                                                          {
   99    auto object = FindByHash(hash);
  100    if (object == nullptr) return nullptr;
  101 
  102    auto components = object->GetComponents();
  103    auto split_str = split(hash, '?');
  104 
  105    for (auto component : components) {
  106        if (split_str[1] == component->GetClassType()) {
  107            return component;
  108        }
  109    }
  110    return nullptr;
  111}
 
 
 
◆ FindComponentByID()
      
        
          | SComponent * GameObjectMgr::FindComponentByID  | 
          ( | 
          const std::string & |           id | ) | 
           const | 
        
      
 
Definition at line 83 of file GameObjectMgr.cpp.
   83                                                                      {
   84    auto object = FindByID(id);
   85    if (object == nullptr) return nullptr;
   86 
   87    auto components = object->GetComponents();
   88    auto split_str = split(id, '?');
   89 
   90    for (auto component : components) {
   91        if (split_str[1] == component->GetClassType()) {
   92            return component;
   93        }
   94    }
   95    return nullptr;
   96}
 
 
 
◆ Init()
  
  
      
        
          | void GameObjectMgr::Init  | 
          ( | 
           | ) | 
           | 
         
       
   | 
  
overridevirtual   | 
  
 
Implements CSE::CoreBase.
Definition at line 15 of file GameObjectMgr.cpp.
   15                         {
   16 
   17    for (const auto& pair : m_objects) {
   18        const auto& object = pair.second;
   19        if (object == nullptr) continue;
   20        object->Init();
   21    }
   22 
   23}
 
 
 
◆ Update()
  
  
      
        
          | void GameObjectMgr::Update  | 
          ( | 
          float |           elapsedTime | ) | 
           | 
         
       
   | 
  
overridevirtual   | 
  
 
Reimplemented from CSE::CoreBase.
Definition at line 26 of file GameObjectMgr.cpp.
   26                                            {
   27    auto iterator = m_objects.begin();
   28    while (iterator != m_objects.end()) {
   29        const auto& object = iterator->second;
   30        if (object == nullptr) continue;
   31        object->Tick(elapsedTime);
   32        ++iterator;
   33    }
   34}
 
 
 
The documentation for this class was generated from the following files: