Searched refs:NODE_STATUS_CONNECTED (Results 1 – 5 of 5) sorted by relevance
172 … self->SetStatus(SCENE_NS::INode::NODE_STATUS_CONNECTED); in SetPath()207 … if (META_NS::GetValue(META_ACCESS_PROPERTY(Status)) == SCENE_NS::INode::NODE_STATUS_CONNECTED) { in BuildChildren()286 status == SCENE_NS::INode::NODE_STATUS_CONNECTED) { in SetMaterial()406 … self->SetStatus(SCENE_NS::INode::NODE_STATUS_CONNECTED); in UpdateMeshFromArrays()
92 if (Status()->GetValue() == SCENE_NS::INode::NODE_STATUS_CONNECTED || in IsConnected()693 status == SCENE_NS::INode::NODE_STATUS_CONNECTED) { in CompleteInitialization()763 self->SetStatus(SCENE_NS::INode::NODE_STATUS_CONNECTED); in SetPathWithEcsNode()804 … self->SetStatus(SCENE_NS::INode::NODE_STATUS_CONNECTED); in SetPathWithoutNode()
351 … if (META_NS::GetValue(META_ACCESS_PROPERTY(Status)) == SCENE_NS::INode::NODE_STATUS_CONNECTED) { in BuildChildren()
198 self->SetStatus(SCENE_NS::INode::NODE_STATUS_CONNECTED); in SetPath()1237 … if (META_NS::GetValue(META_ACCESS_PROPERTY(Status)) == SCENE_NS::INode::NODE_STATUS_CONNECTED) { in BuildChildren()
100 NODE_STATUS_CONNECTED = 2, enumerator212 (status == NODE_STATUS_FULLY_CONNECTED || status == NODE_STATUS_CONNECTED)) { in OnLoadedSingleShot()