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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 (const char *animName, int reps=0) |
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void | resetAnimation () |
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std::string | getPlayName () |
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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 (const char *animName, int reps=0) |
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void | resetAnimation () |
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std::string | getPlayName () |
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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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Line_w_Color * | line = nullptr |
| | 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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std::string | animationName = "" |
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timestamp | resumeTime = 0 |
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LinkEntity * | entity = nullptr |
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bool | modifyPosition = false |
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ComponentID | id = 0u |
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◆ draw() [1/2]
◆ draw() [2/2]
◆ init() [1/2]
| void LineFlashAnimatorComponent::init |
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| ) |
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inlineoverridevirtual |
◆ init() [2/2]
| void LineFlashAnimatorComponent::init |
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inlineoverridevirtual |
◆ update() [1/2]
| void LineFlashAnimatorComponent::update |
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float |
deltaTime | ) |
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inlineoverridevirtual |
◆ update() [2/2]
| void LineFlashAnimatorComponent::update |
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float |
deltaTime | ) |
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inlineoverridevirtual |
The documentation for this class was generated from the following files: