asge::game::events
Functions
signals::Signal< ecs::Entity, ecs::Entity > & OnCollisionTriggerEnter() noexceptFires the first frame a Trigger Collider pair starts overlapping.
A process-wide signal (not per-Registry) fired synchronously from systems::CollisionSystem — see its doc comment for exactly when this fires vs. OnCollisionTriggerStay/Exit. If exactly one side of the pair is a Trigger, it's reported first.
signals::Signal< ecs::Entity, ecs::Entity > & OnCollisionTriggerExit() noexceptFires the frame a previously-overlapping Trigger pair stops overlapping — including when that's because one side was destroyed.
See OnCollisionTriggerEnter for the other half.
signals::Signal< ecs::Entity, ecs::Entity > & OnCollisionTriggerStay() noexceptFires every frame after the first that a Trigger pair keeps overlapping.
See OnCollisionTriggerEnter for the other half.
signals::Signal< ecs::Entity > & OnAnimationFinished() noexceptFires when a non-looping Animation reaches its last frame and stops (Animation::m_Playing cleared), with the owning entity.
A process-wide signal fired synchronously from systems::AnimationSystem, once per playback; looping animations never emit it.