2c0f66d9c7
# Conflicts: # include/Engine/Collision/FillFrustumOctreeSystem.h # include/Engine/Core/Octree.h # include/Engine/Rendering/RenderSystem.h # include/Game/Game.h # resources/DefaultInput.ini # resources/Schema/Components.xsd # resources/Schema/Entities/Player.xml # resources/Schema/Types/Entity.xsd # src/Engine/Rendering/RenderSystem.cpp # src/Game/Game.cpp # src/Game/Systems/PlayerMovementSystem.cpp
31 lines
680 B
C++
31 lines
680 B
C++
#ifndef AnimationSystem_h__
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#define AnimationSystem_h__
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#include "GLM.h"
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/ResourceManager.h"
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#include "Rendering/Model.h"
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#include "Rendering/EAnimationComplete.h"
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#include "Rendering/Skeleton.h"
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#include <imgui/imgui.h>
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class AnimationSystem : public PureSystem
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{
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public:
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AnimationSystem(SystemParams params)
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: System(params)
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, PureSystem("Animation")
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{
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}
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~AnimationSystem() { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
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private:
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float angle = 0.f;
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bool b_forward = false;
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char bone[100];
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};
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#endif |