State

enum State

Lifecycle states.

Source:
CPLifecycle.scala
trait Enum
trait Serializable
trait Product
trait Equals
class Object
trait Matchable
class Any

Type members

Enum entries

case LF_ACTIVE extends State

Object has been activated. Called zero or more times. Scene and scene objects activated when the scene becomes an active (playing) scene.

Object has been activated. Called zero or more times. Scene and scene objects activated when the scene becomes an active (playing) scene.

Source:
CPLifecycle.scala
case LF_INACTIVE extends State

Object has been deactivated. Called zero or more times. Scene and scene objects deactivated when the game engine is switched to another scene.

Object has been deactivated. Called zero or more times. Scene and scene objects deactivated when the game engine is switched to another scene.

Source:
CPLifecycle.scala
case LF_INIT extends State

Initial state of un-started object.

Initial state of un-started object.

Source:
CPLifecycle.scala
case LF_STARTED extends State

Object has been started. Called at most once. Objects are started only once when they are first encountered by the game engine.

Object has been started. Called at most once. Objects are started only once when they are first encountered by the game engine.

Source:
CPLifecycle.scala
case LF_STOPPED extends State

Object has been stopped. Called at most once. Scenes and scene objects are stopped when either game is stopped or an object is removed.

Object has been stopped. Called at most once. Scenes and scene objects are stopped when either game is stopped or an object is removed.

Source:
CPLifecycle.scala