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CCEffectTimed
Inherits: CCEffect < Resource < RefCounted < Object
An effect that runs over a certain timespan
Timed effects affect the game over a period of time and can be paused and resumed.
When creating a timed effect, _start() should be used instead of CCEffect's _trigger()
Note: The methods in this class will not notify Crowd Control of any changes when called manually.
| type | name | default |
|---|---|---|
| float | duration | 60.0 |
| type | signature |
|---|---|
| void | _pause(effect: CCEffectInstanceTimed) virtual
|
| void | _resume(effect: CCEffectInstanceTimed) virtual
|
| void | _reset(effect: CCEffectInstanceTimed) virtual
|
| bool | _should_be_running() virtual const
|
| EffectResult | _start(effect: CCEffectInstanceTimed) virtual
|
| bool | _stop(effect: CCEffectInstanceTimed, force: bool = false) virtual
|
| void | pause(effect: CCEffectInstanceTimed) |
| void | resume(effect: CCEffectInstanceTimed) |
| void | reset(effect: CCEffectInstanceTimed) |
| bool | should_be_running() |
| EffectResult | start(effect: CCEffectInstanceTimed) |
| bool | stop(effect: CCEffectInstanceTimed, force: bool = false) |
float duration [default: 60.0]
: set_duration(value) setter
: get_duration() getter
The duration of this effect.
void _pause(effect: CCEffectInstanceTimed) virtual
: Virtual override to pause any effects caused by the effect.
void _resume(effect: CCEffectInstanceTimed) virtual
: Virtual override to resume the processing of this effect.
void _reset(effect: CCEffectInstanceTimed) virtual
: Virtual override to restart this effect.
bool _should_be_running() virtual const
: Virtual override to inform the engine if this effect should be running. Timed effects never run while Crowd Control is paused.
EffectResult _start(effect: CCEffectInstanceTimed) virtual
: Virtual override to start this effect. Use this to setup anything this effect needs to run.
bool _stop(effect: CCEffectInstanceTimed, force: bool = false) virtual
: Virtual override to stop this effect. Use this to perform any cleanup after this effect is done.
void pause(effect: CCEffectInstanceTimed) : Pauses this effect, stopping any effect it had one the game and preventing its timer running.
void resume(effect: CCEffectInstanceTimed)
: Resumes this paused effect, reenabling any effects disabled by pause()
void reset(effect: CCEffectInstanceTimed) : Resets this effect, setting the remaining time back to the full duration.
bool should_be_running()
: Returns true is this effect should be running.
EffectResult start(effect: CCEffectInstanceTimed) : Starts this effect.
bool stop(effect: CCEffectInstanceTimed, force: bool = false)
: Stops this effect, disabling any effects it has on the game. Returns true if it successfully stopped the effect. If force is true the effect should always be stopped.
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CCEffect
CCEffectInstance