Unigine::WorldLogic Class
Header: | #include <UnigineLogic.h> |
WorldLogic class is used to control the logic of the world. Methods of this class are called after corresponding methods of the world script.
WorldLogic class methods are called only if the world is loaded.
WorldLogic Class
Members
int init()
Engine calls this function on world initialization and initializes resources for a world scene during the world start. Similar to the world script's init() function.Return value
Returns 1 if there were no errors; otherwise, 0.int shutdown()
Engine calls this function on world shutdown. Here you can delete resources that were created during world script execution to avoid memory leaks. Similar to the world script's shutdown() function.Return value
Returns 1 if there were no errors; otherwise, 0.int destroy()
Engine calls this function when the video mode is changed or application is restarted (i.e. video_restart is called). It is used to reinitialize the graphics context. Similar to the world script's destroy() function.Return value
Returns 1 if there were no errors; otherwise, 0.int update()
Engine calls this function before updating each render frame. You can specify here all graphics-related functions you want to be called every frame while your application executes. Similar to the world script's update() function.Return value
Returns 1 if there were no errors; otherwise, 0.int render()
Engine calls this function before rendering each render frame. You can correct behavior after the state of the node has been updated. Similar to the world script's render() function.Return value
Returns 1 if there were no errors; otherwise, 0.int flush()
Engine calls this function before updating each physics frame. Here you can control physics in your application and put non-rendering calculations. The engine calls flush() with the fixed rate (60 times per second by default) regardless of the fps number. Similar to the world script's flush() function.Return value
Returns 1 if there were no errors; otherwise, 0.int save(const StreamPtr & stream)
Engine calls this function when the world is saving its state (i.e. state_save is called). Here you can save custom user data to a file. Similar to the world script's save() function.This function is deprecated and will be removed in the next release.
Arguments
- const StreamPtr & stream - Data stream.
Return value
Returns 1 if there were no errors; otherwise, 0.int restore(const StreamPtr & stream)
Engine calls this function when the world is restoring its state (i.e. state_restore is called). Restore custom user data to a file here. Similar to the world script's restore() function.This function is deprecated and will be removed in the next release.
Arguments
- const StreamPtr & stream - Stream for restored data.
Return value
Returns 1 if there were no errors; otherwise, 0.Last update: 04.06.2018
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