24 virtual void OnEnter([[maybe_unused]]
Entity& owner, [[maybe_unused]]
const std::type_index& lastStateType) {}
38 virtual void OnExit([[maybe_unused]]
Entity& owner, [[maybe_unused]]
const std::type_index& nextStateType) {}
40 [[nodiscard]]
virtual const char*
GetDebugName()
const {
return "Unnamed State"; }
A StateMachine component is used in combination with custom objects derived from EntityState.
An abstract class designed to be used with StateMachine component.
virtual void OnTickUpdate(Entity &owner, float timestep)
Fired every tick when the Entity is in the state. Expect for the very first tick the Entity entered t...
virtual void OnEnter(Entity &owner, const std::type_index &lastStateType)
Fired when then Entity enter the state.
virtual const char * GetDebugName() const
virtual void OnExit(Entity &owner, const std::type_index &nextStateType)
Fired when the Entity exist the state.
virtual ~EntityState()=default
Entities are the essential part of WorldSystem.
Components designed to be used with entities.
Components that are used with the WorldSystem (ECS).
Anything connected to WorldSystem (ECS) is in this namespace.