The base class for Quantum events. Events are a fire-and-forget mechanism to transfer information from the simulation to the view. More...
Public Member Functions | |
EventBase (int id, EventFlags flags) | |
Event event constructor. More... | |
virtual void | OnReleased () |
Is called when the event is released and returned to the pool. More... | |
Public Attributes | |
readonly int | Id |
The event id. More... | |
Int32 | Tick |
The tick that the event was invoked on. More... | |
Properties | |
bool | CanBeInvokedOnClient [get] |
Returns true if the event can be invoked on the client. More... | |
bool | CanBeInvokedOnServer [get] |
Returns true if the event can be invoked on the server. More... | |
IDeterministicGame | Game [get, set] |
The reference to the game that the event is dispatched to. More... | |
bool | Synced [get] |
Returns true if the event is a synced event. More... | |
Properties inherited from Quantum.IDispatchable | |
IDeterministicGame | Game [get] |
The game that the callback or event is dispatched to. More... | |
The base class for Quantum events. Events are a fire-and-forget mechanism to transfer information from the simulation to the view.
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inline |
Event event constructor.
id | Event id |
flags | Event flags |
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inlinevirtual |
Is called when the event is released and returned to the pool.
Int32 Quantum.EventBase.Tick |
The tick that the event was invoked on.
readonly int Quantum.EventBase.Id |
The event id.
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getset |
The reference to the game that the event is dispatched to.
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get |
Returns true
if the event is a synced event.
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get |
Returns true
if the event can be invoked on the server.
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get |
Returns true
if the event can be invoked on the client.