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UniDx::GameObject クラス

キャラクターや背景カメラなどの基礎となるオブジェクト [詳解]

#include <GameObject.h>

UniDx::GameObject の継承関係図
UniDx::Object

公開メンバ関数

const std::vector< std::unique_ptr< Component > > & GetComponents () const
 GameObject (const char *n="GameObject")
 GameObject (const char8_t *n)
 GameObject (StringId n)
template<typename First, typename... ComponentPtrs>
requires (!std::same_as<std::remove_cvref_t<First>, Vector3>)
 GameObject (StringId name, First &&first, ComponentPtrs &&... rest)
template<typename... ComponentPtrs>
 GameObject (StringId name, Vector3 position, ComponentPtrs &&... components)
template<typename First, typename... ComponentPtrs>
requires (!std::same_as<std::remove_cvref_t<First>, Vector3>)
 GameObject (const char8_t *name, First &&first, ComponentPtrs &&... rest)
template<typename... ComponentPtrs>
 GameObject (const char8_t *name, Vector3 position, ComponentPtrs &&... components)
 ~GameObject ()
void Add ()
template<typename... Rest>
void Add (std::unique_ptr< GameObject > &&first, Rest &&... rest)
template<typename First, typename... Rest>
void Add (First &&first, Rest &&... rest)
template<typename T, typename... Args>
T * AddComponent (Args &&... args)
template<typename T>
T * GetComponent (bool includeInactive=false)
template<typename Predicate>
GameObjectFind (Predicate pred) const
void SetName (StringId n)
bool checkDestroy ()
virtual void onTriggerEnter (Collider *other)
virtual void onTriggerStay (Collider *other)
virtual void onTriggerExit (Collider *other)
virtual void onCollisionEnter (const Collision &collision)
virtual void onCollisionStay (const Collision &collision)
virtual void onCollisionExit (const Collision &collision)
基底クラス UniDx::Object に属する継承公開メンバ関数
virtual ~Object ()
 Object (ReadOnlyProperty< StringId >::Getter nameGet)

公開変数類

Transformtransform
基底クラス UniDx::Object に属する継承公開変数類
ReadOnlyProperty< StringIdname

限定公開変数類

StringId name_
std::vector< std::unique_ptr< Component > > components
bool isCalledDestroy = false

フレンド

void Destroy (GameObject *gameObject)
 GameObjectを破棄

詳解

キャラクターや背景カメラなどの基礎となるオブジェクト

構築子と解体子

◆ GameObject() [1/7]

UniDx::GameObject::GameObject ( const char * n = "GameObject")
inline

◆ GameObject() [2/7]

UniDx::GameObject::GameObject ( const char8_t * n)
inline

◆ GameObject() [3/7]

UniDx::GameObject::GameObject ( StringId n)
inline

◆ GameObject() [4/7]

template<typename First, typename... ComponentPtrs>
requires (!std::same_as<std::remove_cvref_t<First>, Vector3>)
UniDx::GameObject::GameObject ( StringId name,
First && first,
ComponentPtrs &&... rest )
inline

◆ GameObject() [5/7]

template<typename... ComponentPtrs>
UniDx::GameObject::GameObject ( StringId name,
Vector3 position,
ComponentPtrs &&... components )

◆ GameObject() [6/7]

template<typename First, typename... ComponentPtrs>
requires (!std::same_as<std::remove_cvref_t<First>, Vector3>)
UniDx::GameObject::GameObject ( const char8_t * name,
First && first,
ComponentPtrs &&... rest )
inline

◆ GameObject() [7/7]

template<typename... ComponentPtrs>
UniDx::GameObject::GameObject ( const char8_t * name,
Vector3 position,
ComponentPtrs &&... components )

◆ ~GameObject()

UniDx::GameObject::~GameObject ( )

関数詳解

◆ Add() [1/3]

void UniDx::GameObject::Add ( )
inline

◆ Add() [2/3]

template<typename First, typename... Rest>
void UniDx::GameObject::Add ( First && first,
Rest &&... rest )
inline

◆ Add() [3/3]

template<typename... Rest>
void UniDx::GameObject::Add ( std::unique_ptr< GameObject > && first,
Rest &&... rest )
inline

◆ AddComponent()

template<typename T, typename... Args>
T * UniDx::GameObject::AddComponent ( Args &&... args)
inline

◆ checkDestroy()

bool UniDx::GameObject::checkDestroy ( )

◆ Find()

template<typename Predicate>
GameObject * UniDx::GameObject::Find ( Predicate pred) const

◆ GetComponent()

template<typename T>
T * UniDx::GameObject::GetComponent ( bool includeInactive = false)
inlinenodiscard

◆ GetComponents()

const std::vector< std::unique_ptr< Component > > & UniDx::GameObject::GetComponents ( ) const
inline

◆ onCollisionEnter()

void UniDx::GameObject::onCollisionEnter ( const Collision & collision)
virtual

◆ onCollisionExit()

void UniDx::GameObject::onCollisionExit ( const Collision & collision)
virtual

◆ onCollisionStay()

void UniDx::GameObject::onCollisionStay ( const Collision & collision)
virtual

◆ onTriggerEnter()

void UniDx::GameObject::onTriggerEnter ( Collider * other)
virtual

◆ onTriggerExit()

void UniDx::GameObject::onTriggerExit ( Collider * other)
virtual

◆ onTriggerStay()

void UniDx::GameObject::onTriggerStay ( Collider * other)
virtual

◆ SetName()

void UniDx::GameObject::SetName ( StringId n)
inline

◆ Destroy

void Destroy ( GameObject * gameObject)
friend

GameObjectを破棄

メンバ詳解

◆ components

std::vector<std::unique_ptr<Component> > UniDx::GameObject::components
protected

◆ isCalledDestroy

bool UniDx::GameObject::isCalledDestroy = false
protected

◆ name_

StringId UniDx::GameObject::name_
protected

◆ transform

Transform* UniDx::GameObject::transform

このクラス詳解は次のファイルから抽出されました: