4#include "../Components.h"
7#include "AnimatorManager.h"
14 std::string animationName =
"";
37 void update(
float deltaTime)
override
39 if (animationName ==
"Default")
return;
41 if (
transform->moving_animation.hasFinished()) {
42 transform->moving_animation.finished =
false;
43 transform->moving_animation.times_played = 0;
47 transform->moving_animation.advanceFrame(deltaTime);
59 void Play(
const char* animName,
int reps = 0)
62 animationName = animName;
65 animManager.moving_animations[animationName].total_frames, animManager.moving_animations[animationName].speed,
66 animManager.moving_animations[animationName].type,
67 animManager.moving_animations[animationName].distance, animManager.moving_animations[animationName].dest_rotation,
68 reps ? reps : animManager.moving_animations[animationName].reps
72 void Play(
const char* animName, glm::vec3 m_distance,
int reps = 0)
75 animationName = animName;
80 animManager.moving_animations[animationName].total_frames, animManager.moving_animations[animationName].speed,
81 animManager.moving_animations[animationName].type,
82 m_distance, animManager.moving_animations[animationName].dest_rotation,
83 reps ? reps : animManager.moving_animations[animationName].reps
87 void resetAnimation() {
88 transform->moving_animation.resetFrameIndex();
91 animationName =
"Default";
94 animManager.moving_animations[animationName].total_frames, animManager.moving_animations[animationName].speed,
95 animManager.moving_animations[animationName].type,
96 animManager.moving_animations[animationName].distance, animManager.moving_animations[animationName].dest_rotation);
99 std::string getPlayName()
101 return animationName;
T & addComponent(TArgs &&... mArgs)
have addScript function
Definition GECS.h:345
Definition MovingAnimatorComponent.h:10
TransformComponent * transform
also we use MovingAnimator instead of simple Animator so that entities use less memory and we use it ...
Definition MovingAnimatorComponent.h:13
Definition PlaneModelRenderer.h:15
Definition AnimatorManager.h:10