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.
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:
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Field Summary
FieldsModifier and TypeFieldDescriptionstatic final intDefault update priority. -
Method Summary
Modifier and TypeMethodDescriptiondefault intDetermines this object's stable position in an update tick.voidupdate()This method is called by the game loop on all objects that are attached to the loop.
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Field Details
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DEFAULT_UPDATE_PRIORITY
static final int DEFAULT_UPDATE_PRIORITYDefault update priority. Lower priorities are updated first.- See Also:
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Method Details
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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 theClientConfiguration.- See Also:
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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
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