R-Type
R-Type project
KapEngine::Animator Class Reference
Inheritance diagram for KapEngine::Animator:
KapEngine::Component KapEngine::IComponent

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< NodeAnimgetAnimNode (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...
 
GameObjectgetGameObject () 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...
 
TransformgetTransform ()
 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::ScenegetScene () const
 
KEnginegetEngine () const
 

Additional Inherited Members

- Protected Attributes inherited from KapEngine::Component
std::string _name
 Component name.
 

Member Function Documentation

◆ addAnim()

void KapEngine::Animator::addAnim ( std::shared_ptr< Animation anim,
std::string  name 
)

add animation

add animation in animator and set unused name

Parameters
animanimation
namename

◆ addLink() [1/2]

void KapEngine::Animator::addLink ( std::string  animName,
std::string  outAnim,
std::string  trigger = "" 
)

link two animations

allow you to link two animations

Parameters
animNamecurrent animation name
outAnimnext animation name
triggertrigger name two play next animation. If trigger name is empty, next animation gonna play at end of current animation

◆ addLink() [2/2]

void KapEngine::Animator::addLink ( std::string  animName,
std::string  outAnim,
std::vector< std::string >  triggers 
)

link two animations

allow you to link two animations

Parameters
animNamecurrent animation name
outAnimnext animation name
triggerstriggers names two play next animation. if triggers are empty, next animation gonna play at end of current animation

◆ getAnimNode()

std::shared_ptr< NodeAnim > KapEngine::Animator::getAnimNode ( std::string  name)

get node animator that contains 1 animations

Parameters
nameanimation name
Returns
std::shared_ptr<NodeAnim>

◆ onFixedUpdate()

void KapEngine::Animator::onFixedUpdate ( )
overridevirtual

call eachv x ms

Reimplemented from KapEngine::Component.

◆ onStart()

void KapEngine::Animator::onStart ( )
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.

◆ setTrigger()

void KapEngine::Animator::setTrigger ( std::string  name)

call a trigger

Parameters
namenom du trigger

The documentation for this class was generated from the following files: