Cyrus Mod Loader
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AttachParticleActorCinematicAction Class Reference

#include <AttachParticleActorCinematicAction.h>

Inheritance diagram for AttachParticleActorCinematicAction:
ActorCinematicAction CinematicAction PropertyClass ClientAttachParticleActorCinematicAction

Public Member Functions

std::string getEffectName ()
 
void setEffectName (std::string val)
 
std::string getNodeName ()
 
void setNodeName (std::string val)
 
std::string getAssetName ()
 
void setAssetName (std::string val)
 
- Public Member Functions inherited from ActorCinematicAction
std::string getActor ()
 
void setActor (std::string val)
 
- Public Member Functions inherited from CinematicAction
float getTimeOffset ()
 
void setTimeOffset (float val)
 
- Public Member Functions inherited from PropertyClass
virtual char * getClassName ()=0
 Gets the class name of the derived class in the format class T[*].
 
virtual void * getPropertyList ()=0
 Constructs and caches the PropertyList for the derived class, adding all reflected members and member functions.
 
virtual bool copy (uint32_t a1)=0
 Copies the property class data.
 
virtual void * serialize (void *a2, uint32_t a3)=0
 Serializes the derived class's PropertyList as XML.
 
virtual bool onCreated ()=0
 Called when the PropertyClass is created.
 
template<typename T >
CYRUS T * as ()
 Casts this to a pointer of type T.
 
virtual void onPostLoad ()=0
 Called when the PropertyClass is loaded, i.e., initialize is called and onCreated has finished.
 
virtual void onFinalizeLoad ()=0
 
virtual bool shouldNotSerialize ()=0
 Determines if the PropertyClass should not be serialized.
 

Member Function Documentation

◆ getAssetName()

std::string AttachParticleActorCinematicAction::getAssetName ( )
inline

◆ getEffectName()

std::string AttachParticleActorCinematicAction::getEffectName ( )
inline

◆ getNodeName()

std::string AttachParticleActorCinematicAction::getNodeName ( )
inline

◆ setAssetName()

void AttachParticleActorCinematicAction::setAssetName ( std::string val)
inline

◆ setEffectName()

void AttachParticleActorCinematicAction::setEffectName ( std::string val)
inline

◆ setNodeName()

void AttachParticleActorCinematicAction::setNodeName ( std::string val)
inline