void SceneNode::addDefaultComponents() { Component::addDefaultComponents(); // Data components // event handlers PE_REGISTER_EVENT_HANDLER(Events::Event_MOVE, SceneNode::do_MOVE); PE_REGISTER_EVENT_HANDLER(Events::Event_CALCULATE_TRANSFORMATIONS, SceneNode::do_CALCULATE_TRANSFORMATIONS); }
void ClientGameObjectManagerAddon::addDefaultComponents() { GameObjectManagerAddon::addDefaultComponents(); PE_REGISTER_EVENT_HANDLER(Event_CreateSoldierNPC, ClientGameObjectManagerAddon::do_CreateSoldierNPC); PE_REGISTER_EVENT_HANDLER(Event_CREATE_WAYPOINT, ClientGameObjectManagerAddon::do_CREATE_WAYPOINT); // note this component (game obj addon) is added to game object manager after network manager, so network manager will process this event first PE_REGISTER_EVENT_HANDLER(PE::Events::Event_SERVER_CLIENT_CONNECTION_ACK, ClientGameObjectManagerAddon::do_SERVER_CLIENT_CONNECTION_ACK); PE_REGISTER_EVENT_HANDLER(Event_MoveTank_S_to_C, ClientGameObjectManagerAddon::do_MoveTank); }
void ParticleMesh::addDefaultComponents() { //add this handler before Mesh's handlers so we can intercept draw and modify transform PE_REGISTER_EVENT_HANDLER(Events::Event_UPDATE, ParticleMesh::do_UPDATE); PE_REGISTER_EVENT_HANDLER(Events::Event_GATHER_DRAWCALLS, ParticleMesh::do_GATHER_DRAWCALLS); Mesh::addDefaultComponents(); m_eyePos = Vector3(0,0,0); }
void Flyer::addDefaultComponents() { Component::addDefaultComponents(); // custom methods of this component PE_REGISTER_EVENT_HANDLER(PE::Events::Event_UPDATE, Flyer::do_UPDATE); }