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asge::game::events

Functions

#signals::Signal< ecs::Entity, ecs::Entity > & OnCollisionTriggerEnter() noexcept

Fires 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() noexcept

Fires 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() noexcept

Fires every frame after the first that a Trigger pair keeps overlapping.

See OnCollisionTriggerEnter for the other half.

#signals::Signal< ecs::Entity > & OnAnimationFinished() noexcept

Fires 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.