#include <LogicSystem.h>
◆ LogicSystem()
Demo::LogicSystem::LogicSystem |
( |
GameState * |
gameState | ) |
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◆ ~LogicSystem()
Demo::LogicSystem::~LogicSystem |
( |
| ) |
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virtual |
◆ _notifyGameEntityManager()
◆ _notifyGraphicsSystem()
void Demo::LogicSystem::_notifyGraphicsSystem |
( |
BaseSystem * |
graphicsSystem | ) |
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inline |
◆ finishFrameParallel()
void Demo::LogicSystem::finishFrameParallel |
( |
void |
| ) |
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◆ getCurrentTransformIdx()
Ogre::uint32 Demo::LogicSystem::getCurrentTransformIdx |
( |
void |
| ) |
const |
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inline |
◆ getGameEntityManager()
◆ processIncomingMessage()
void Demo::LogicSystem::processIncomingMessage |
( |
Mq::MessageId |
messageId, |
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const void * |
data |
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) |
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protectedvirtual |
◆ mAvailableTransformIdx
std::deque<Ogre::uint32> Demo::LogicSystem::mAvailableTransformIdx |
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protected |
◆ mCurrentTransformIdx
Ogre::uint32 Demo::LogicSystem::mCurrentTransformIdx |
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protected |
◆ mGameEntityManager
◆ mGraphicsSystem
The documentation for this class was generated from the following files: