Interface IUpdateable

All Known Subinterfaces:
IAnimationController, IBehaviorController, ICamera, IEntityAnimationController<T>, IEntityController, IEntitySpawner<T>, IMovementController
All Known Implementing Classes:
AbilityEffect, AbilityExecution, Animation, AnimationController, AttributeEffect, Camera, CreatureAnimationController, DefaultScriptBehaviorController, Effect, Emitter, EntityAnimationController, EntityEmitter, EntityNavigator, EntityScriptController, EntitySpawner, ForceEffect, FreeFlightCamera, Gamepad, GamepadEntityController, GameWorld, Keyboard, KeyboardEntityController, LocationLockCamera, Mouse, MousePathController, MovementController, PhysicsEngine, PlatformingMovementController, PropAnimationController, ScriptedProjectile, ScriptManager, ScriptUiOverlay, SoundEffect, SoundEngine, SpeechBubble, StateController, StateMachine, Trigger, TweenEngine
Functional Interface:
This is a functional interface and can therefore be used as the assignment target for a lambda expression or method reference.

@FunctionalInterface public interface IUpdateable

The functional interface IUpdateable provides the functionality to automatically update the instance from a loop that it is attached to.

This should be used for code that needs to be executed on every tick/frame.

See Also:
  • Field Summary

    Fields
    Modifier and Type
    Field
    Description
    static final int
    Default update priority.
  • Method Summary

    Modifier and Type
    Method
    Description
    default int
    Determines this object's stable position in an update tick.
    void
    This method is called by the game loop on all objects that are attached to the loop.
  • Field Details

    • DEFAULT_UPDATE_PRIORITY

      static final int DEFAULT_UPDATE_PRIORITY
      Default update priority. Lower priorities are updated first.
      See Also:
  • Method Details

    • update

      void update()
      This method is called by the game loop on all objects that are attached to the loop. It's called on every tick of the loop and the frequency can be configured using the ClientConfiguration.
      See Also:
    • getUpdatePriority

      default int getUpdatePriority()
      Determines this object's stable position in an update tick. Objects with the same priority retain their registration order.
      Returns:
      the update priority; lower values run first