/**
* Virtual Destructor
*/
- virtual ~PropertyResetterBase()
+ ~PropertyResetterBase() override
{
if( mPropertyOwner != nullptr )
{
*
* @param[in] owner The property owner
*/
- virtual void PropertyOwnerConnected( PropertyOwner& owner ) override
+ void PropertyOwnerConnected( PropertyOwner& owner ) override
{
mDisconnected = false;
mActive = ACTIVE;
* @param[in] bufferIndex the current buffer index
* @param[in] owner The property owner
*/
- virtual void PropertyOwnerDisconnected( BufferIndex bufferIndex, PropertyOwner& owner ) override
+ void PropertyOwnerDisconnected( BufferIndex bufferIndex, PropertyOwner& owner ) override
{
mDisconnected = true;
}
* Called shortly before the propertyOwner is destroyed
* @param[in] owner The property owner
*/
- virtual void PropertyOwnerDestroyed( PropertyOwner& owner ) override
+ void PropertyOwnerDestroyed( PropertyOwner& owner ) override
{
mDisconnected = true;
mPropertyOwner = nullptr;
/**
* Virtual destructor.
*/
- virtual ~Resetter()
+ ~Resetter() override
{
// Disconnect from modifier object. Although this resetter should match the lifecycle of the modifier object,
// there are situations where it is deleted first (e.g. if the property owner is destroyed)
/**
* The Animator or Constraint is destroyed
*/
- virtual void ObjectDestroyed() override
+ void ObjectDestroyed() override
{
// When the modifier is destroyed, reduce the running value to ensure we stay alive for
// another frame to reset the other buffer.