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Code/Engine/Core/Messages/CommonMessages.h
49 строк
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C-Core
Event message improvements (#1862)
11 мар 2026, 17:35
Не верифицирован
11 мар 2026, 17:35
ef16a7e
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#pragma once #include <Core/World/Declarations.h> #include <Foundation/Communication/Message.h> /// \brief Common message for components that can be toggled between playing and paused states struct EZ_CORE_DLL ezMsgSetPlaying : public ezMessage { EZ_DECLARE_MESSAGE_TYPE(ezMsgSetPlaying, ezMessage); bool m_bPlay = true; }; /// \brief Common message for components that can or need to be canceled immediately struct EZ_CORE_DLL ezMsgInterruptPlaying : public ezMessage { EZ_DECLARE_MESSAGE_TYPE(ezMsgInterruptPlaying, ezMessage); }; /// \brief Basic message to set some generic parameter to a float value. struct EZ_CORE_DLL ezMsgSetFloatParameter : public ezMessage { EZ_DECLARE_MESSAGE_TYPE(ezMsgSetFloatParameter, ezMessage); ezString m_sParameterName; float m_fValue = 0; }; /// \brief For use in scripts to signal a custom event that some game event has occurred. /// /// This is a simple message for simple use cases. Create custom messages for more elaborate cases where a string is not sufficient /// information. struct EZ_CORE_DLL ezMsgGenericEvent : public ezMessage { EZ_DECLARE_MESSAGE_TYPE(ezMsgGenericEvent, ezMessage); /// A custom string to identify the intent. ezHashedString m_sMessage; ezVariant m_Value; }; /// \brief Sent when an animation reached its end (either forwards or backwards playing) /// /// This is sent regardless of whether the animation is played once, looped or back and forth, /// ie. it should be sent at each 'end' point, even when it then starts another cycle. struct EZ_CORE_DLL ezMsgAnimationReachedEnd : public ezMessage { EZ_DECLARE_MESSAGE_TYPE(ezMsgAnimationReachedEnd, ezMessage); };