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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a4b23ddac2436ed53a69e2275b04bb1c4"><td class="memItemLeft" align="right" valign="top">T&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_event_processor_event.html#a4b23ddac2436ed53a69e2275b04bb1c4">GetScene&lt; T &gt;</a> ()</td></tr>
<tr class="memdesc:a4b23ddac2436ed53a69e2275b04bb1c4"><td class="mdescLeft">&#160;</td><td class="mdescRight">The <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> that has the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> that has the <a class="el" href="class_otter_1_1_event_processor.html">EventProcessor</a> that this event belongs to. <a href="#a4b23ddac2436ed53a69e2275b04bb1c4">More...</a><br/></td></tr>
<tr class="separator:a4b23ddac2436ed53a69e2275b04bb1c4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afd7365c6414a9f0cd1218477e7ac5cfb"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_event_processor_event.html#afd7365c6414a9f0cd1218477e7ac5cfb">Begin</a> ()</td></tr>
<tr class="memdesc:afd7365c6414a9f0cd1218477e7ac5cfb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called when the Event first starts. <a href="#afd7365c6414a9f0cd1218477e7ac5cfb">More...</a><br/></td></tr>
<tr class="separator:afd7365c6414a9f0cd1218477e7ac5cfb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3cadfd3e327c8f84cac11cbbd8e099f4"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_event_processor_event.html#a3cadfd3e327c8f84cac11cbbd8e099f4">End</a> ()</td></tr>
<tr class="memdesc:a3cadfd3e327c8f84cac11cbbd8e099f4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called when the Event finishes and is cleared from the queue. <a href="#a3cadfd3e327c8f84cac11cbbd8e099f4">More...</a><br/></td></tr>
<tr class="separator:a3cadfd3e327c8f84cac11cbbd8e099f4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5349887023f033a124a18d59ed19b567"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_event_processor_event.html#a5349887023f033a124a18d59ed19b567">Finish</a> ()</td></tr>
<tr class="memdesc:a5349887023f033a124a18d59ed19b567"><td class="mdescLeft">&#160;</td><td class="mdescRight">Finishes the event. <a href="#a5349887023f033a124a18d59ed19b567">More...</a><br/></td></tr>
<tr class="separator:a5349887023f033a124a18d59ed19b567"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2e48f73ea9209575792f741fc42f3b49"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_event_processor_event.html#a2e48f73ea9209575792f741fc42f3b49">Start</a> ()</td></tr>
<tr class="memdesc:a2e48f73ea9209575792f741fc42f3b49"><td class="mdescLeft">&#160;</td><td class="mdescRight">Starts the event. <a href="#a2e48f73ea9209575792f741fc42f3b49">More...</a><br/></td></tr>
<tr class="separator:a2e48f73ea9209575792f741fc42f3b49"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab97bbfafec194e66dbe23ed6007d3266"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_event_processor_event.html#ab97bbfafec194e66dbe23ed6007d3266">Update</a> ()</td></tr>
<tr class="memdesc:ab97bbfafec194e66dbe23ed6007d3266"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called every update from the <a class="el" href="class_otter_1_1_event_processor.html">EventProcessor</a>. <a href="#ab97bbfafec194e66dbe23ed6007d3266">More...</a><br/></td></tr>
<tr class="separator:ab97bbfafec194e66dbe23ed6007d3266"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a7164d31fad1329049094c1d6b05fb303"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_event_processor.html">EventProcessor</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_event_processor_event.html#a7164d31fad1329049094c1d6b05fb303">EventProcessor</a></td></tr>
<tr class="memdesc:a7164d31fad1329049094c1d6b05fb303"><td class="mdescLeft">&#160;</td><td class="mdescRight">The <a class="el" href="class_otter_1_1_event_processor.html">EventProcessor</a> that this event belongs to. <a href="#a7164d31fad1329049094c1d6b05fb303">More...</a><br/></td></tr>
<tr class="separator:a7164d31fad1329049094c1d6b05fb303"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5248c3f31d4a8eac685c21537a215379"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_event_processor_event.html#a5248c3f31d4a8eac685c21537a215379">Timer</a> = 0</td></tr>
<tr class="memdesc:a5248c3f31d4a8eac685c21537a215379"><td class="mdescLeft">&#160;</td><td class="mdescRight">The elapsed time for this event. <a href="#a5248c3f31d4a8eac685c21537a215379">More...</a><br/></td></tr>
<tr class="separator:a5248c3f31d4a8eac685c21537a215379"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
Properties</h2></td></tr>
<tr class="memitem:ac853f5c6f90dc5b9acd38d845f7e3fd7"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_entity.html">Entity</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_event_processor_event.html#ac853f5c6f90dc5b9acd38d845f7e3fd7">Entity</a><code> [get]</code></td></tr>
<tr class="memdesc:ac853f5c6f90dc5b9acd38d845f7e3fd7"><td class="mdescLeft">&#160;</td><td class="mdescRight">The <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> that has the <a class="el" href="class_otter_1_1_event_processor.html">EventProcessor</a> that this event belongs to. <a href="#ac853f5c6f90dc5b9acd38d845f7e3fd7">More...</a><br/></td></tr>
<tr class="separator:ac853f5c6f90dc5b9acd38d845f7e3fd7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa01fe95230bec8460f2e77897bbdf380"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_scene.html">Scene</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_event_processor_event.html#aa01fe95230bec8460f2e77897bbdf380">Scene</a><code> [get]</code></td></tr>
<tr class="memdesc:aa01fe95230bec8460f2e77897bbdf380"><td class="mdescLeft">&#160;</td><td class="mdescRight">The <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> that has the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> that has the <a class="el" href="class_otter_1_1_event_processor.html">EventProcessor</a> that this event belongs to. <a href="#aa01fe95230bec8460f2e77897bbdf380">More...</a><br/></td></tr>
<tr class="separator:aa01fe95230bec8460f2e77897bbdf380"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acfc6d699a177fe9b10b065484d380f58"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_event_processor_event.html#acfc6d699a177fe9b10b065484d380f58">IsFinished</a><code> [get, set]</code></td></tr>
<tr class="memdesc:acfc6d699a177fe9b10b065484d380f58"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether or not the Event has finished. <a href="#acfc6d699a177fe9b10b065484d380f58">More...</a><br/></td></tr>
<tr class="separator:acfc6d699a177fe9b10b065484d380f58"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<h2 class="groupheader">Member Function Documentation</h2>
<a class="anchor" id="afd7365c6414a9f0cd1218477e7ac5cfb"></a>
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<td class="memname">virtual void Otter.EventProcessorEvent.Begin </td>
<td>(</td>
<td class="paramname"></td><td>)</td>
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<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
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<p>Called when the Event first starts. </p>
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<a class="anchor" id="a3cadfd3e327c8f84cac11cbbd8e099f4"></a>
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<td class="memname">virtual void Otter.EventProcessorEvent.End </td>
<td>(</td>
<td class="paramname"></td><td>)</td>
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<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
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<p>Called when the Event finishes and is cleared from the queue. </p>
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<td class="memname">void Otter.EventProcessorEvent.Finish </td>
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<td class="paramname"></td><td>)</td>
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<p>Finishes the event. </p>
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<td class="memname">T Otter.EventProcessorEvent.GetScene&lt; T &gt; </td>
<td>(</td>
<td class="paramname"></td><td>)</td>
<td></td>
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<p>The <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> that has the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> that has the <a class="el" href="class_otter_1_1_event_processor.html">EventProcessor</a> that this event belongs to. </p>
<dl class="tparams"><dt>Template Parameters</dt><dd>
<table class="tparams">
<tr><td class="paramname">T</td><td>The Type the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> should be cast to.</td></tr>
</table>
</dd>
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<dl class="section return"><dt>Returns</dt><dd>The <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> that has the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> that has the <a class="el" href="class_otter_1_1_event_processor.html">EventProcessor</a> that this event belongs to.</dd></dl>
<div class="typeconstraint">
<dl><dt><b>Type Constraints</b><dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em>T</em></td><td>&#160;:</td><td valign="top"><em>Scene</em></td><td>&#160;</td></tr>
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</dl>
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<a class="anchor" id="a2e48f73ea9209575792f741fc42f3b49"></a>
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<td class="memname">void Otter.EventProcessorEvent.Start </td>
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<p>Starts the event. </p>
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<a class="anchor" id="ab97bbfafec194e66dbe23ed6007d3266"></a>
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<td class="memname">virtual void Otter.EventProcessorEvent.Update </td>
<td>(</td>
<td class="paramname"></td><td>)</td>
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<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
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<p>Called every update from the <a class="el" href="class_otter_1_1_event_processor.html">EventProcessor</a>. </p>
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<h2 class="groupheader">Member Data Documentation</h2>
<a class="anchor" id="a7164d31fad1329049094c1d6b05fb303"></a>
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<td class="memname"><a class="el" href="class_otter_1_1_event_processor.html">EventProcessor</a> Otter.EventProcessorEvent.EventProcessor</td>
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<p>The <a class="el" href="class_otter_1_1_event_processor.html">EventProcessor</a> that this event belongs to. </p>
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<td class="memname">float Otter.EventProcessorEvent.Timer = 0</td>
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<p>The elapsed time for this event. </p>
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<h2 class="groupheader">Property Documentation</h2>
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<td class="memname"><a class="el" href="class_otter_1_1_entity.html">Entity</a> Otter.EventProcessorEvent.Entity</td>
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<span class="mlabels"><span class="mlabel">get</span></span> </td>
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<p>The <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> that has the <a class="el" href="class_otter_1_1_event_processor.html">EventProcessor</a> that this event belongs to. </p>
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<a class="anchor" id="acfc6d699a177fe9b10b065484d380f58"></a>
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<td class="memname">bool Otter.EventProcessorEvent.IsFinished</td>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>Whether or not the Event has finished. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_scene.html">Scene</a> Otter.EventProcessorEvent.Scene</td>
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<p>The <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> that has the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> that has the <a class="el" href="class_otter_1_1_event_processor.html">EventProcessor</a> that this event belongs to. </p>
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<hr/>The documentation for this class was generated from the following file:<ul>
<li>Otter/Components/Events/EventProcessorEvent.cs</li>
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