A component that manages playing animations on a gameObject. Precondition: the game object must have a sprite renderer component.
More...
|
| void | init () |
| | Called once on startup More...
|
| |
| void | update (const float &dt, const float &elapsedTime) |
| | Called every update cycle More...
|
| |
| void | draw (sf::RenderTarget &target, sf::RenderStates states) const |
| | Called every draw cycle More...
|
| |
| void | copy (std::shared_ptr< Component > otherCompPtr) |
| | Essentially a copy constructor except the generic shared pointer must be converted to the derived type using std::dynamic_pointer_cast More...
|
| |
| void | networkSerialize (PDEPacket &output) |
| | Use this function to serialize any members you want replicated this is handy for animation components that should copy their state to all client instances More...
|
| |
| void | networkDeserialize (PDEPacket &input) |
| | Use this function to deserialize data coming from the server for this specific client More...
|
| |
| void | loadDefinition (nlohmann::json object) |
| | Called when game object definitions are loaded More...
|
| |
| void | setFlipFlag (AnimationController::FlipFlags flip) |
| | Sets the flip flags for this animation controller More...
|
| |
|
void | setAnimation (const std::string animName, float speed=1.0f, bool loop=true) |
| |
| virtual void | copy (std::shared_ptr< Component > otherCompPtr) |
| | Essentially a copy constructor except the generic shared pointer must be converted to the derived type using std::dynamic_pointer_cast More...
|
| |
|
void | registerHierarchy (GameObject *parent) |
| |
| virtual void | init () |
| | Called once on startup More...
|
| |
| virtual void | update (const float &dt, const float &elapsedTime) |
| | Called every update cycle More...
|
| |
| virtual void | draw (sf::RenderTarget &target, sf::RenderStates states) const |
| | Called every draw cycle More...
|
| |
| virtual void | networkSerializeInit (PDEPacket &output) |
| | Called when sending data for the first time More...
|
| |
| virtual void | networkDeserializeInit (PDEPacket &input) |
| | Called when recieving data for the first time More...
|
| |
| virtual void | networkSerialize (PDEPacket &output) |
| | Use this function to serialize any members you want replicated this is handy for animation components that should copy their state to all client instances More...
|
| |
| virtual void | networkDeserialize (PDEPacket &input) |
| | Use this function to deserialize data coming from the server for this specific client More...
|
| |
| virtual void | loadDefinition (nlohmann::json object) |
| | Called when game object definitions are loaded More...
|
| |
|
std::string | getType () const |
| |
|
nlohmann::json | getProps () const |
| |
|
void | setType (const std::string &type) |
| |
|
void | setProps (nlohmann::json &props) |
| |
|
void | setIsDefinition (bool isDef) |
| |
| virtual void | networkSerializeInit (PDEPacket &output)=0 |
| | Called when an object is sent to the clients for the first time More...
|
| |
| virtual void | networkDeserializeInit (PDEPacket &input)=0 |
| | Called when an object is recieved on a client for the first time More...
|
| |
| virtual void | networkSerialize (PDEPacket &output)=0 |
| | Called every time an object is sent to a client More...
|
| |
| virtual void | networkDeserialize (PDEPacket &input)=0 |
| | Called every time an object is recieved from a client More...
|
| |
A component that manages playing animations on a gameObject. Precondition: the game object must have a sprite renderer component.