Impact CFX API 1.5.0
Comprehensive API documentation for Impact CFX - Collision Effects System
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Base class for an effect object (such as an audio source, particle system, or decal) that is part of on object pool. More...
Public Member Functions | |
virtual int | GetPoolID () |
Gets an ID for this object's object pool. | |
virtual void | SetParentPoolGameObject (GameObject parentPoolGameObject) |
Sets this object's parent pool so that it can be returned to it. | |
virtual bool | IsAvailable () |
Is the object available? | |
virtual void | RetrieveFromPool (float priority, long contactPointID) |
Retrieves this object from the pool. | |
virtual void | UpdatePooledObject () |
Run any necessary update logic for the pooled object, such as checking if it should be returned to its pool. | |
virtual void | ReturnToPool () |
Returns this object to its parent pool. | |
virtual void | Destroy () |
Disposes of this poolable object. | |
void | RetrieveFromPool (float priority, long contactPointID) |
Retrieves this object from the pool. | |
void | UpdatePooledObject () |
Performs any necessary update logic for the pooled object. | |
void | ReturnToPool () |
Returns this object to its parent pool. | |
bool | IsAvailable () |
Is the object available? | |
void | Destroy () |
Disposes of this poolable object. | |
Protected Member Functions | |
void | attach (CollisionResultData collisionResultData) |
void | detach () |
Properties | |
ObjectPoolConfig | ObjectPoolConfig [get] |
Object pool configuration for this object when used as a template. | |
EffectAttachMode | EffectAttachMode [get, set] |
Behavior for attaching this effect to one of the colliding objects that triggered the effect. | |
int | LastRetrievedFrame [get, protected set] |
The last frame at which this object was retrieved. | |
float | Priority [get, protected set] |
The current priority of the object. | |
long | ContactPointID [get, protected set] |
The contact point ID associated with this object. | |
bool | NeedsUpdate [get, protected set] |
Does this object need to be updated? | |
Properties inherited from ImpactCFX.Pooling.IPoolable | |
int | LastRetrievedFrame [get] |
The last frame at which this object was retrieved. | |
float | Priority [get] |
The current priority of the object. | |
long | ContactPointID [get] |
The contact point ID associated with this object. | |
bool | NeedsUpdate [get] |
Does this object need to be updated? | |
Base class for an effect object (such as an audio source, particle system, or decal) that is part of on object pool.
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virtual |
Disposes of this poolable object.
Implements ImpactCFX.Pooling.IPoolable.
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virtual |
Is the object available?
Implements ImpactCFX.Pooling.IPoolable.
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virtual |
Retrieves this object from the pool.
Implements ImpactCFX.Pooling.IPoolable.
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virtual |
Returns this object to its parent pool.
Implements ImpactCFX.Pooling.IPoolable.
Reimplemented in ImpactCFX.Audio.ImpactAudioSourceBase.
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virtual |
Sets this object's parent pool so that it can be returned to it.
parentPoolGameObject | The game object for the object pool. |
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virtual |
Run any necessary update logic for the pooled object, such as checking if it should be returned to its pool.
Implements ImpactCFX.Pooling.IPoolable.
Reimplemented in ImpactCFX.Audio.ImpactAudioSourceBase, ImpactCFX.Decals.ImpactDecalBase, and ImpactCFX.Particles.ImpactParticlesBase.
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getprotected set |
The contact point ID associated with this object.
Implements ImpactCFX.Pooling.IPoolable.
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getprotected set |
The last frame at which this object was retrieved.
Implements ImpactCFX.Pooling.IPoolable.
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getprotected set |
Does this object need to be updated?
Implements ImpactCFX.Pooling.IPoolable.
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getprotected set |
The current priority of the object.
Implements ImpactCFX.Pooling.IPoolable.