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| template<typename UObject , typename UCallback > |
| void | atlas::register_start (UObject *p_instance, const UCallback &p_callable) |
| | preloading any behavior that may be required of the users game objects, such as pre-loading assets or any metadata after construction of the objects. During engine's preloading stage.
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| template<typename UObject , typename UCallback > |
| void | atlas::register_update (UObject *p_instance, const UCallback &p_callable) |
| | Used for executing user-defined game logic during every framerate.
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| template<typename UObject , typename UCallback > |
| void | atlas::register_physics (UObject *p_instance, const UCallback &p_callable) |
| | Primarily used for executing physics game logic during the physics fixed framerate.
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| template<typename UObject , typename UCallback > |
| void | atlas::register_deferred (UObject *p_instance, const UCallback &p_callable) |
| | Intended to be used to specify game logic to be executed at the last possible moment in your game.
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| template<typename UObject , typename UCallback > |
| void | atlas::register_ui (UObject *p_instance, const UCallback &p_callable) |
| | This is just for registering UI logic for handling editorial UI logic such as widgets modification to entity transform components.
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