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| FlashAnimatorComponent () |
| | also we use MovingAnimator instead of simple Animator so that entities use less memory and we use it to entities that have triggers that change their animation
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| FlashAnimatorComponent (std::string id) |
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| void | init () override |
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| void | update (float deltaTime) override |
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| void | draw (size_t e_index, PlaneModelRenderer &batch, TazGraphEngine::Window &window) override |
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void | Play (std::string animName, int reps=0) |
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void | resetAnimation () |
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std::string | getPlayName () |
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void | DestroyTex () |
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| FlashAnimatorComponent () |
| | also we use MovingAnimator instead of simple Animator so that entities use less memory and we use it to entities that have triggers that change their animation
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| FlashAnimatorComponent (std::string id) |
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| void | init () override |
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| void | update (float deltaTime) override |
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| void | draw (size_t e_index, PlaneModelRenderer &batch, TazGraphEngine::Window &window) override |
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void | Play (std::string animName, int reps=0) |
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void | resetAnimation () |
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std::string | getPlayName () |
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void | DestroyTex () |
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| AnimatorComponent (std::string id) |
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void | Play (std::string animName, int reps=0) |
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void | resetAnimation () |
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std::string | getPlayName () |
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void | DestroyTex () |
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| AnimatorComponent (std::string id) |
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void | Play (std::string animName, int reps=0) |
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void | resetAnimation () |
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std::string | getPlayName () |
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void | DestroyTex () |
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virtual void | draw (size_t e_index, LineRenderer &batch, TazGraphEngine::Window &window) |
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virtual void | draw (size_t e_index, PlaneColorRenderer &batch, TazGraphEngine::Window &window) |
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virtual void | draw (size_t e_index, LightRenderer &batch, TazGraphEngine::Window &window) |
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virtual std::string | GetComponentName () |
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virtual void | showGUI (std::vector< BaseComponent * > otherComponents={}) |
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virtual void | showGUI (std::vector< BaseComponent * > otherComponents, std::vector< Entity * > otherEntities) |
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