Example #1
0
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);
		
	}
Example #4
0
void Flyer::addDefaultComponents()
{
	Component::addDefaultComponents();

	// custom methods of this component
	PE_REGISTER_EVENT_HANDLER(PE::Events::Event_UPDATE, Flyer::do_UPDATE);
}