|
| MovingAnimatorComponent () |
| 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
|
|
| MovingAnimatorComponent (std::string id) |
|
void | init () override |
|
void | update (float deltaTime) override |
|
void | draw (size_t e_index, PlaneModelRenderer &batch, TazGraphEngine::Window &window) override |
|
void | Play (const char *animName, int reps=0) |
|
void | resetAnimation () |
|
std::string | getPlayName () |
|
void | DestroyTex () |
|
| AnimatorComponent (std::string id) |
|
void | Play (std::string animName, int reps=0) |
|
void | resetAnimation () |
|
std::string | getPlayName () |
|
void | DestroyTex () |
|
virtual void | draw (size_t e_index, LineRenderer &batch, TazGraphEngine::Window &window) |
|
virtual void | draw (size_t e_index, PlaneColorRenderer &batch, TazGraphEngine::Window &window) |
|
virtual void | draw (size_t e_index, LightRenderer &batch, TazGraphEngine::Window &window) |
|
virtual std::string | GetComponentName () |
|
virtual void | showGUI () |
|
|
SpriteComponent * | sprite = nullptr |
|
std::string | textureid |
|
std::string | animationName = "" |
|
timestamp | resumeTime = 0 |
|
Entity * | entity = nullptr |
|
ComponentID | id = 0u |
|
◆ draw()
◆ init()
void MovingAnimatorComponent::init |
( |
| ) |
|
|
inlineoverridevirtual |
◆ update()
void MovingAnimatorComponent::update |
( |
float |
deltaTime | ) |
|
|
inlineoverridevirtual |
The documentation for this class was generated from the following file: