The aspect class responsible for transitioning between the scenes availabe in the game.
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#include <ur_scene_manager.hpp>
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std::shared_ptr< BaseSimObjectAspect > | clone () const override |
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void | loadScene (const std::string &sceneResourceName) |
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static std::string | getSimObjectAspectTypeName () |
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static std::shared_ptr< BaseSimObjectAspect > | create (const nlohmann::json &jsonAspectProperties) |
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void | onActivated () override |
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void | variableUpdate (uint32_t timeStepMillis) override |
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void | loadScene_ () |
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| void | loadAutoloads () |
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| void | activateAutoloads () |
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std::string | mNextScene {} |
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std::vector< std::string > | mAutoloads {} |
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bool | mSwitchScenesThisFrame { false } |
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bool | mAutoloadsActivated { false } |
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std::vector< std::shared_ptr< ToyMaker::SceneNodeCore > > | mRemovedScene {} |
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The aspect class responsible for transitioning between the scenes availabe in the game.
◆ activateAutoloads()
| void UrSceneManager::activateAutoloads |
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NOTE: We activate the autoloaded nodes here, since they don't automatically get activated when they're attached to the real root
◆ loadAutoloads()
| void UrSceneManager::loadAutoloads |
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TODO: nodes attached directly to the real root node during a scene node's onActivated don't get activated automatically. It would be nice if they did, or if autoloads became a kind of first class concept in the engine
The documentation for this class was generated from the following files: