4#include "../../Components.h"
6#include "../Animation.h"
7#include "../AnimatorManager.h"
10typedef uint32_t timestamp;
18 std::string animationName =
"";
19 timestamp resumeTime = 0;
42 void update(
float deltaTime)
override
44 if (animationName ==
"Default") {
47 if (
line->flash_animation.hasFinished()) {
48 line->flash_animation.finished =
false;
49 line->flash_animation.times_played = 0;
53 line->flash_animation.advanceFrame(deltaTime);
54 line->setFlashFrame();
62 void Play(
const char* animName,
int reps = 0)
65 animationName = animName;
66 line->SetFlashAnimation(
67 animManager.flash_animations[animationName].total_frames, animManager.flash_animations[animationName].speed,
68 animManager.flash_animations[animationName].type,
69 animManager.flash_animations[animationName].getSpeedsAsVector(),
70 animManager.flash_animations[animationName].flashColor,
71 reps ? reps : animManager.flash_animations[animationName].reps
75 void resetAnimation() {
77 animationName =
"Default";
78 line->SetFlashAnimation(
79 animManager.flash_animations[animationName].total_frames, animManager.flash_animations[animationName].speed,
80 animManager.flash_animations[animationName].type,
81 animManager.flash_animations[animationName].getSpeedsAsVector(),
82 animManager.flash_animations[animationName].flashColor);
85 std::string getPlayName()
T & addComponent(TArgs &&... mArgs)
have addScript function
Definition GECS.h:345
Definition LineFlashAnimatorComponent.h:14
Line_w_Color * line
also we use MovingAnimator instead of simple Animator so that entities use less memory and we use it ...
Definition LineFlashAnimatorComponent.h:17
Definition Line_w_Color.h:6
Definition PlaneModelRenderer.h:15
Definition AnimatorManager.h:10