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R-Type
R-Type project
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Classes | |
| struct | LinkAnim |
| struct | NodeAnim |
Public Member Functions | |
| Animator (std::shared_ptr< GameObject > go) | |
| void | onStart () override |
| call component start More... | |
| void | onFixedUpdate () override |
| call eachv x ms More... | |
| void | addAnim (std::shared_ptr< Animation > anim, std::string name) |
| add animation More... | |
| void | addLink (std::string animName, std::string outAnim, std::string trigger="") |
| link two animations More... | |
| void | addLink (std::string animName, std::string outAnim, std::vector< std::string > triggers) |
| link two animations More... | |
| void | setTrigger (std::string name) |
| call a trigger More... | |
| std::shared_ptr< NodeAnim > | getAnimNode (std::string name) |
| get node animator that contains 1 animations More... | |
Public Member Functions inherited from KapEngine::Component | |
| Component (std::shared_ptr< GameObject > &go, std::string const &name) | |
| Component (GameObject &go, std::string const &name) | |
| void | __update (bool runDisplay=true) |
| function call by KapEngine to update your component More... | |
| bool | __setId (std::size_t i) |
| function call by KapEngine to init your component More... | |
| GameObject & | getGameObject () const |
| Get the Game Object object. More... | |
| std::size_t | getGameObjectId () const |
| virtual void | onInit () override |
| call on component init More... | |
| virtual void | onAwake () override |
| call component awake More... | |
| virtual void | onUpdate () override |
| call each frame | |
| virtual void | onDisplay () override |
| use to display some things this function is call after all updates fucntion | |
| virtual void | onTriggerEnter (std::shared_ptr< GameObject > go) override |
| something enter in object More... | |
| virtual void | onTriggerStay (std::shared_ptr< GameObject > go) override |
| something stay in object More... | |
| virtual void | onTriggerExit (std::shared_ptr< GameObject > go) override |
| something out of object More... | |
| virtual void | onMouseEnter () override |
| called when mouse enter object More... | |
| virtual void | onMouseStay () override |
| called when mouse stay on object More... | |
| virtual void | onMouseExit () override |
| called when mouse leave object More... | |
| virtual bool | checkComponentValidity () override |
| Check you component is runnable With this function you can add some conditions to make your component runnable or not. More... | |
| virtual void | onGameQuit () override |
| call when game is turn off More... | |
| virtual void | onDestroy () override |
| call when component destroyed More... | |
| virtual void | onDisable () override |
| call when GameObject is disable after being enable More... | |
| virtual void | onEnable () override |
| call when GameObject is enable after being disable More... | |
| virtual void | onSceneUpdated () override |
| call when scene is updated (not threaded) More... | |
| virtual void | onSceneGonnaUpdated () override |
| call when scene will update (not threaded) More... | |
| virtual void | onSceneChanged () override |
| call when scene is changed More... | |
| std::size_t | getLevel () const |
| Get the Level component. More... | |
| void | setLevel (std::size_t lvl) |
| Set the Level object. More... | |
| bool | isEnable () const |
| return if component is enable More... | |
| bool | isDisable () const |
| return if component is disbale More... | |
| void | setActive (bool b) |
| Set the active status of component if true : component is active else component is disable. More... | |
| std::string | getName () const |
| Get the component name. More... | |
| void | __engineStop () |
| int | getThreadRunning () const |
| Get the Thread Running index index of thread component. More... | |
| Events::Input | getInput () |
| Get input events. More... | |
| Events::Mouse | getMouse () |
| Get mouse events. More... | |
| void | addRequireComponent (std::string const &componentName) |
| Add require component If your component need another component to work, you can add it's name with this function. Without the component require this component cannot run. More... | |
| void | __fixedUpdate () |
| void | __awake () |
| check awake validity More... | |
| Transform & | getTransform () |
| Get the Transform component. More... | |
| std::size_t | getId () const |
| Get the Id of component. More... | |
| void | __setPhysics (bool b) |
| set if it is a physic component if component is a physic component then it will be updated in physic thread if engine is threaded More... | |
| bool | __isPhysics () const |
| check if component is a physic component More... | |
| void | __sceneChanged () |
| SceneManagement::Scene & | getScene () const |
| KEngine & | getEngine () const |
Additional Inherited Members | |
Protected Attributes inherited from KapEngine::Component | |
| std::string | _name |
| Component name. | |
| void KapEngine::Animator::addAnim | ( | std::shared_ptr< Animation > | anim, |
| std::string | name | ||
| ) |
add animation
add animation in animator and set unused name
| anim | animation |
| name | name |
| void KapEngine::Animator::addLink | ( | std::string | animName, |
| std::string | outAnim, | ||
| std::string | trigger = "" |
||
| ) |
link two animations
allow you to link two animations
| animName | current animation name |
| outAnim | next animation name |
| trigger | trigger name two play next animation. If trigger name is empty, next animation gonna play at end of current animation |
| void KapEngine::Animator::addLink | ( | std::string | animName, |
| std::string | outAnim, | ||
| std::vector< std::string > | triggers | ||
| ) |
link two animations
allow you to link two animations
| animName | current animation name |
| outAnim | next animation name |
| triggers | triggers names two play next animation. if triggers are empty, next animation gonna play at end of current animation |
| std::shared_ptr< NodeAnim > KapEngine::Animator::getAnimNode | ( | std::string | name | ) |
get node animator that contains 1 animations
| name | animation name |
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overridevirtual |
call eachv x ms
Reimplemented from KapEngine::Component.
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overridevirtual |
call component start
will be called when the scene is loaded or when its KapEngine::GameObject is active after it is disabled
Reimplemented from KapEngine::Component.
| void KapEngine::Animator::setTrigger | ( | std::string | name | ) |
call a trigger
| name | nom du trigger |