GameObjectSpawnSystem.ixx File
System for processing spawn schedules and enqueuing spawn commands. More...
Included Headers
#include <cassert>
#include <memory>
#include <vector>
#include <helios.engine.runtime.spawn.scheduling.SpawnScheduler>
#include <helios.engine.runtime.spawn.commands.ScheduledSpawnPlanCommand>
#include <helios.engine.runtime.world.UpdateContext>
#include <helios.engine.runtime.messaging.command.CommandBuffer>
#include <helios.engine.runtime.spawn.events.SpawnPlanCommandExecutedEvent>
#include <helios.engine.ecs.System>
Namespaces Index
| namespace | helios |
| namespace | engine |
|
Main engine module aggregating core infrastructure and game systems. More... | |
| namespace | mechanics |
|
High-level gameplay systems and components for game logic. More... | |
| namespace | spawn |
|
Entity spawning and lifecycle management. More... | |
| namespace | systems |
|
Systems for spawn lifecycle management. More... | |
Classes Index
| class | GameObjectSpawnSystem |
|
System that evaluates spawn conditions and enqueues spawn commands. More... | |
Description
System for processing spawn schedules and enqueuing spawn commands.
File Listing
The file content with the documentation metadata removed is:
20export namespace helios::engine::mechanics::spawn::systems {
64 class GameObjectSpawnSystem : public helios::engine::ecs::System {
74 std::vector<std::unique_ptr<helios::engine::runtime::spawn::scheduling::SpawnScheduler>> spawnSchedulers_;
84 explicit GameObjectSpawnSystem(
85 std::vector<std::unique_ptr<helios::engine::runtime::spawn::scheduling::SpawnScheduler>> spawnSchedulers
100 void update(helios::engine::runtime::world::UpdateContext& updateContext) noexcept override {
109 * @todo this should be processed before iterating over all schedulers: A scheduler owns the rule,
110 * hence a rule that triggered the event's can be associated with the owning Scheduler, making it
113 for (const auto& event : events) {
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