|
G1R AngelScript
Scripting reference for the Gothic 1 Remake
|
Functions | |
Functions | |
| void | RegisterBudgetedTickingForActor (FName WorkloadName, AActor Actor, float32 TickRateSeconds, FBudgetSystemDynamicTickDelegate OnTick=FBudgetSystemDynamicTickDelegate()) |
| bool | BeginTickRequest (const UObject Context, FName WorkloadName, FName Key=NAME_None, bool bHighPriority=false) |
| Requests time for a ticking update of the given context object. If this returns true, be sure to also call EndTickRequest(). | |
| void | BumpTickRequestToHighPriority (const UObject Context, FName WorkloadName, FName Key=NAME_None) |
| Will bump a (possible existing or incomming) low-priority tick request to be in the high-priority queue. | |
| void | EndHighPriorityTickRequest () |
| Must be called after BeginTickRequest had returned true and the work has been done. | |
| void | EndTickRequest () |
| Must be called after BeginTickRequest had returned true and the work has been done. | |
| bool | BeginHighPriorityTickRequest (const UObject Context, FName WorkloadName, FName Key=NAME_None) |
| Requests time for a ticking update of the given context object. If this returns true, be sure to also call EndTickRequest(). | |
| void | RegisterBudgetedTickingForComponent (FName WorkloadName, UActorComponent Component, float32 TickRateSeconds, FBudgetSystemDynamicTickDelegate OnTick=FBudgetSystemDynamicTickDelegate()) |
| void | UnregisterBudgetedTickingForActor (FName WorkloadName, AActor Actor) |
| void | UnregisterBudgetedTickingForComponent (FName WorkloadName, UActorComponent Component) |
| void | UnregisterBudgetedTickingForObject (FName WorkloadName, UObject Object) |
| bool BeginHighPriorityTickRequest | ( | const UObject | Context, |
| FName | WorkloadName, | ||
| FName | Key = NAME_None ) |
Requests time for a ticking update of the given context object. If this returns true, be sure to also call EndTickRequest().
Example:
if (BudgetSystem::BeginHighPriorityTickRequest(this, n"MyWorkload"))
{
Do heavy calulations
BudgetSystem::EndHighPriorityTickRequest(); }
| bool BeginTickRequest | ( | const UObject | Context, |
| FName | WorkloadName, | ||
| FName | Key = NAME_None, | ||
| bool | bHighPriority = false ) |
Requests time for a ticking update of the given context object. If this returns true, be sure to also call EndTickRequest().
Example:
if (BudgetSystem::BeginTickRequest(this, n"MyWorkload"))
{
Do heavy calulations
BudgetSystem::EndTickRequest(); }
| void BumpTickRequestToHighPriority | ( | const UObject | Context, |
| FName | WorkloadName, | ||
| FName | Key = NAME_None ) |
Will bump a (possible existing or incomming) low-priority tick request to be in the high-priority queue.
| void EndHighPriorityTickRequest | ( | ) |
Must be called after BeginTickRequest had returned true and the work has been done.
| void EndTickRequest | ( | ) |
Must be called after BeginTickRequest had returned true and the work has been done.
| void RegisterBudgetedTickingForActor | ( | FName | WorkloadName, |
| AActor | Actor, | ||
| float32 | TickRateSeconds, | ||
| FBudgetSystemDynamicTickDelegate | OnTick = FBudgetSystemDynamicTickDelegate ( ) ) |
| void RegisterBudgetedTickingForComponent | ( | FName | WorkloadName, |
| UActorComponent | Component, | ||
| float32 | TickRateSeconds, | ||
| FBudgetSystemDynamicTickDelegate | OnTick = FBudgetSystemDynamicTickDelegate ( ) ) |
| void UnregisterBudgetedTickingForComponent | ( | FName | WorkloadName, |
| UActorComponent | Component ) |