mirror of
https://github.com/zoriya/Bomberman.git
synced 2026-06-06 19:22:20 +00:00
Merge branch 'develop' of github.com:AnonymusRaccoon/Bomberman into parser
# Conflicts: # sources/Component/BombHolder/BombHolderComponent.cpp # sources/Map/Map.cpp
This commit is contained in:
@@ -29,7 +29,7 @@ namespace BBM
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return this->_modelAnimation.at(this->_currentAnimIndex).getFrameCounter();
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}
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RAY::ModelAnimation AnimationsComponent::getCurrentModelAnim()
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RAY::ModelAnimation &AnimationsComponent::getCurrentModelAnim()
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{
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return this->_modelAnimation[this->_currentAnimIndex];
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}
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@@ -20,7 +20,11 @@ namespace BBM
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int _currentAnimIndex;
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//! @brief Bool allowing to play pause an animation
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bool _animDisabled;
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public:
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//! @brief Should the next update call be skipped?
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bool skipNext = false;
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//! @inherit
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WAL::Component *clone(WAL::Entity &entity) const override;
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@@ -34,7 +38,7 @@ namespace BBM
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size_t getCurrentAnimFrameCounter() const;
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//! @brief get the current
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RAY::ModelAnimation getCurrentModelAnim();
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RAY::ModelAnimation &getCurrentModelAnim();
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//! @brief set the anim frame counter
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void setCurrentAnimFrameCounter(size_t animFrameCounter);
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@@ -8,10 +8,10 @@
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namespace BBM
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{
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BasicBombComponent::BasicBombComponent(WAL::Entity &entity, int damage, int explosionRadius, std::vector<unsigned> ignored)
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BasicBombComponent::BasicBombComponent(WAL::Entity &entity, int damageHit, int radius, std::vector<unsigned> ignored)
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: WAL::Component(entity),
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damage(damage),
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explosionRadius(explosionRadius),
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explosionRadius(radius),
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damage(damageHit),
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ignoredEntities(std::move(ignored))
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{}
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@@ -26,7 +26,7 @@ namespace BBM
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WAL::Component *clone(WAL::Entity &entity) const override;
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//! @brief A component can't be instantiated, it should be derived.
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explicit BasicBombComponent(WAL::Entity &entity, int damage, int explosionRadius, std::vector<unsigned> ignored);
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explicit BasicBombComponent(WAL::Entity &entity, int damageHit, int radius, std::vector<unsigned> ignored);
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//! @brief A component can't be instantiated, it should be derived.
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BasicBombComponent(const BasicBombComponent &) = default;
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@@ -12,10 +12,10 @@ namespace BBM
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: WAL::Component(entity)
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{}
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BombHolderComponent::BombHolderComponent(WAL::Entity &entity, unsigned int maxBombCount, int explosionRadius)
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BombHolderComponent::BombHolderComponent(WAL::Entity &entity, unsigned int maxCount, unsigned int bombExplosionRadius)
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: WAL::Component(entity),
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maxBombCount(maxBombCount),
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explosionRadius(explosionRadius)
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maxBombCount(maxCount),
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explosionRadius(bombExplosionRadius)
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{}
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WAL::Component *BombHolderComponent::clone(WAL::Entity &entity) const
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@@ -26,7 +26,7 @@ namespace BBM
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//! @brief The number of nanosecond before the next bomb refill.
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std::chrono::nanoseconds nextBombRefill = refillRate;
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//! @brief The radius of the explosion.
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int explosionRadius = 3;
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unsigned int explosionRadius = 3;
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//! @brief The damage made by the explosion on an entity
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int damage = 1;
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@@ -37,7 +37,7 @@ namespace BBM
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explicit BombHolderComponent(WAL::Entity &entity);
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//! @brief Constructor
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BombHolderComponent(WAL::Entity &entity, unsigned int maxBombCount, int explosionRadius = 3);
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BombHolderComponent(WAL::Entity &entity, unsigned int maxBombCount, unsigned int bombExplosionRadius = 3);
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//! @brief A component can't be instantiated, it should be derived.
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BombHolderComponent(const BombHolderComponent &) = default;
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@@ -44,7 +44,7 @@ namespace BBM
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//! @brief Constructor with the 3 callback
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ButtonComponent(WAL::Entity &entity, WAL::Callback<WAL::Entity &, WAL::Wal &> callback)
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: WAL::Component(entity),
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onEvent(callback), _up(nullptr), _down(nullptr), _left(nullptr), _right(nullptr)
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onEvent(callback), _up(nullptr), _down(nullptr), _right(nullptr), _left(nullptr)
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{ }
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ButtonComponent &setButtonLinks(WAL::Entity *up = nullptr, WAL::Entity *down = nullptr,
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@@ -16,43 +16,43 @@ namespace BBM
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}
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CollisionComponent::CollisionComponent(WAL::Entity &entity,
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const WAL::Callback<WAL::Entity &, const WAL::Entity &, CollidedAxis> &onCollide,
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const WAL::Callback<WAL::Entity &, const WAL::Entity &, CollidedAxis> &onCollided,
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Vector3f positionOffset,
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Vector3f bound)
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const WAL::Callback<WAL::Entity &, const WAL::Entity &, CollidedAxis> &onCollideCallback,
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const WAL::Callback<WAL::Entity &, const WAL::Entity &, CollidedAxis> &onCollidedCallback,
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Vector3f positionOffsetVector,
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Vector3f boundVector)
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: WAL::Component(entity),
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onCollide(onCollide),
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onCollided(onCollided),
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bound(bound),
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positionOffset(positionOffset)
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onCollide(onCollideCallback),
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onCollided(onCollidedCallback),
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bound(boundVector),
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positionOffset(positionOffsetVector)
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{}
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CollisionComponent::CollisionComponent(WAL::Entity &entity,
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const WAL::Callback<WAL::Entity &, const WAL::Entity &, CollidedAxis> &onCollide,
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const WAL::Callback<WAL::Entity &, const WAL::Entity &, CollidedAxis> &onCollided,
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float positionOffset,
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const WAL::Callback<WAL::Entity &, const WAL::Entity &, CollidedAxis> &onCollideCallback,
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const WAL::Callback<WAL::Entity &, const WAL::Entity &, CollidedAxis> &onCollidedCallback,
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float positionOffsetFloat,
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float boundSize)
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: WAL::Component(entity),
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onCollide(onCollide),
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onCollided(onCollided),
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onCollide(onCollideCallback),
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onCollided(onCollidedCallback),
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bound({boundSize, boundSize, boundSize}),
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positionOffset({positionOffset, positionOffset, positionOffset})
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positionOffset({positionOffsetFloat, positionOffsetFloat, positionOffsetFloat})
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{}
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CollisionComponent::CollisionComponent(WAL::Entity &entity, Vector3f positionOffset, Vector3f bound)
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CollisionComponent::CollisionComponent(WAL::Entity &entity, Vector3f positionOffsetVector, Vector3f boundVector)
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: WAL::Component(entity),
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onCollide(),
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onCollided(),
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bound(bound),
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positionOffset(positionOffset)
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bound(boundVector),
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positionOffset(positionOffsetVector)
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{}
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CollisionComponent::CollisionComponent(WAL::Entity &entity, float positionOffset, float boundSize)
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CollisionComponent::CollisionComponent(WAL::Entity &entity, float positionOffsetFloat, float boundSize)
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: WAL::Component(entity),
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onCollide(),
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onCollided(),
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bound({boundSize, boundSize, boundSize}),
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positionOffset({positionOffset, positionOffset, positionOffset})
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positionOffset({positionOffsetFloat, positionOffsetFloat, positionOffsetFloat})
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{}
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CollisionComponent::CollidedAxis operator|(CollisionComponent::CollidedAxis first,
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@@ -7,9 +7,9 @@
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namespace BBM
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{
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ColorComponent::ColorComponent(WAL::Entity &entity, RAY::Color color)
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ColorComponent::ColorComponent(WAL::Entity &entity, RAY::Color componentColor)
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: Component(entity),
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color(color)
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color(componentColor)
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{}
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ColorComponent::ColorComponent(WAL::Entity &entity, unsigned char r, unsigned char g, unsigned char b, unsigned char a)
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@@ -20,7 +20,7 @@ namespace BBM
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WAL::Component *clone(WAL::Entity &entity) const override;
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//! @brief Create a new ColorComponent at a certain color
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ColorComponent(WAL::Entity &entity, RAY::Color color);
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ColorComponent(WAL::Entity &entity, RAY::Color componentColor);
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//! @brief Create a new ColorComponent at a certain color
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ColorComponent(WAL::Entity &entity, unsigned char r, unsigned char g, unsigned char b, unsigned char a);
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//! @brief A color component is copy constructable
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@@ -10,10 +10,10 @@
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namespace BBM
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{
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HealthComponent::HealthComponent(WAL::Entity &entity, unsigned int healthPoint, const WAL::Callback<WAL::Entity &, WAL::Wal &> &onDeath)
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HealthComponent::HealthComponent(WAL::Entity &entity, unsigned int healthPoint, const WAL::Callback<WAL::Entity &, WAL::Wal &> &onDeathCallback)
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: WAL::Component(entity),
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_healthPoint(healthPoint),
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onDeath(onDeath)
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onDeath(onDeathCallback)
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{}
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WAL::Component *HealthComponent::clone(WAL::Entity &entity) const
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@@ -37,7 +37,7 @@ namespace BBM
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WAL::Component *clone(WAL::Entity &entity) const override;
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//! @brief Constructor
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HealthComponent(WAL::Entity &entity, unsigned int healthPoint, const WAL::Callback<WAL::Entity &, WAL::Wal &> &onDeath = WAL::Callback<WAL::Entity &, WAL::Wal &>());
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HealthComponent(WAL::Entity &entity, unsigned int healthPoint, const WAL::Callback<WAL::Entity &, WAL::Wal &> &onDeathCallback = WAL::Callback<WAL::Entity &, WAL::Wal &>());
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//! @brief A Health component can't be instantiated, it should be derived.
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HealthComponent(const HealthComponent &) = default;
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@@ -8,8 +8,8 @@
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namespace BBM
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{
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KeyboardComponent::KeyboardComponent(WAL::Entity &entity, ControllableComponent::Layout layout)
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: WAL::Component(entity), layout(layout)
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KeyboardComponent::KeyboardComponent(WAL::Entity &entity, ControllableComponent::Layout controllerLayout)
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: WAL::Component(entity), layout(controllerLayout)
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{
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if (layout == ControllableComponent::KEYBOARD_0) {
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this->keyUp = KEY_W;
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@@ -40,7 +40,7 @@ namespace BBM
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void onStart() override;
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//! @brief Create a new keyboard component using custom keys.
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explicit KeyboardComponent(WAL::Entity &entity, ControllableComponent::Layout layout = ControllableComponent::Layout::KEYBOARD_0);
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explicit KeyboardComponent(WAL::Entity &entity, ControllableComponent::Layout controllerLayout = ControllableComponent::Layout::KEYBOARD_0);
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//! @brief A Keyboard component is copy constructable.
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KeyboardComponent(const KeyboardComponent &) = default;
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@@ -11,9 +11,9 @@ namespace BBM
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y()
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{}
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LevitateComponent::LevitateComponent(WAL::Entity &entity, float y)
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LevitateComponent::LevitateComponent(WAL::Entity &entity, float entityY)
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: WAL::Component(entity),
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y(y)
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y(entityY)
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{}
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WAL::Component *LevitateComponent::clone(WAL::Entity &entity) const
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@@ -24,7 +24,7 @@ namespace BBM {
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explicit LevitateComponent(WAL::Entity &entity);
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//! @brief Create a new levitate component.
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LevitateComponent(WAL::Entity &entity, float y);
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LevitateComponent(WAL::Entity &entity, float entityY);
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//! @brief A Levitate component is copy constructable.
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LevitateComponent(const LevitateComponent &) = default;
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@@ -6,11 +6,11 @@
|
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|
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namespace BBM
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{
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LobbyComponent::LobbyComponent(WAL::Entity &entity, int playerID, WAL::Entity &readyButton, WAL::Entity &coloredTile)
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LobbyComponent::LobbyComponent(WAL::Entity &entity, int playerNumber, WAL::Entity &button, WAL::Entity &tile)
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: WAL::Component(entity),
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playerID(playerID),
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readyButton(readyButton),
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coloredTile(coloredTile)
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playerID(playerNumber),
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readyButton(button),
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||||
coloredTile(tile)
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||||
{}
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||||
|
||||
WAL::Component *LobbyComponent::clone(WAL::Entity &entity) const
|
||||
|
||||
@@ -33,7 +33,7 @@ namespace BBM
|
||||
Component *clone(WAL::Entity &entity) const override;
|
||||
|
||||
//! @brief Create a new lobby component.
|
||||
explicit LobbyComponent(WAL::Entity &entity, int playerID, WAL::Entity &readyButton, WAL::Entity &coloredTile);
|
||||
explicit LobbyComponent(WAL::Entity &entity, int playerNumber, WAL::Entity &button, WAL::Entity &tile);
|
||||
//! @brief A lobby component is copyable.
|
||||
LobbyComponent(const LobbyComponent &) = default;
|
||||
//! @brief A default destructor
|
||||
|
||||
@@ -11,8 +11,8 @@ namespace BBM
|
||||
|
||||
MusicComponent::MusicComponent(WAL::Entity &entity, const std::string &musicPath)
|
||||
: WAL::Component(entity),
|
||||
_musicPath(musicPath),
|
||||
_music(RAY::Audio::Music(musicPath))
|
||||
_music(RAY::Audio::Music(musicPath)),
|
||||
_musicPath(musicPath)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
@@ -6,9 +6,9 @@
|
||||
|
||||
namespace BBM
|
||||
{
|
||||
CameraComponent::CameraComponent(WAL::Entity &entity, Vector3f target)
|
||||
CameraComponent::CameraComponent(WAL::Entity &entity, Vector3f cameraTarget)
|
||||
: Component(entity),
|
||||
target(target)
|
||||
target(cameraTarget)
|
||||
{}
|
||||
|
||||
WAL::Component *BBM::CameraComponent::clone(WAL::Entity &entity) const
|
||||
|
||||
@@ -21,7 +21,7 @@ namespace BBM
|
||||
Component *clone(WAL::Entity &entity) const override;
|
||||
|
||||
//! @brief Ctor
|
||||
explicit CameraComponent(WAL::Entity &, Vector3f target = Vector3f());
|
||||
explicit CameraComponent(WAL::Entity &, Vector3f cameraTarget = Vector3f());
|
||||
//! @brief A camera component is copy constructable.
|
||||
CameraComponent(const CameraComponent &) = default;
|
||||
//! @brief Default destructor.
|
||||
|
||||
@@ -21,26 +21,26 @@ namespace BBM
|
||||
std::shared_ptr<RAY::Drawables::ADrawable2D> drawable;
|
||||
|
||||
//! @brief ctor
|
||||
Drawable2DComponent(WAL::Entity &entity, std::shared_ptr<RAY::Drawables::ADrawable2D> drawable, bool drawBefore3D = false)
|
||||
Drawable2DComponent(WAL::Entity &entity, std::shared_ptr<RAY::Drawables::ADrawable2D> drawable2D, bool drawBehind3D = false)
|
||||
: WAL::Component(entity),
|
||||
drawable(std::move(drawable)),
|
||||
drawBefore3D(drawBefore3D)
|
||||
drawBefore3D(drawBehind3D),
|
||||
drawable(std::move(drawable2D))
|
||||
{}
|
||||
|
||||
//! ctor
|
||||
template<typename T, typename ...Params>
|
||||
explicit Drawable2DComponent(WAL::Entity &entity, WAL::TypeHolder<T>, Params &&...params)
|
||||
: WAL::Component(entity),
|
||||
drawable(new T(std::forward<Params>(params)...)),
|
||||
drawBefore3D(false)
|
||||
drawBefore3D(false),
|
||||
drawable(new T(std::forward<Params>(params)...))
|
||||
{}
|
||||
|
||||
//! ctor
|
||||
template<typename T, typename ...Params>
|
||||
explicit Drawable2DComponent(WAL::Entity &entity, WAL::TypeHolder<T>, bool drawBefore3D, Params &&...params)
|
||||
explicit Drawable2DComponent(WAL::Entity &entity, WAL::TypeHolder<T>, bool drawBehind3D, Params &&...params)
|
||||
: WAL::Component(entity),
|
||||
drawable(new T(std::forward<Params>(params)...)),
|
||||
drawBefore3D(drawBefore3D)
|
||||
drawBefore3D(drawBehind3D),
|
||||
drawable(new T(std::forward<Params>(params)...))
|
||||
{}
|
||||
|
||||
//! @brief Clone a component for another or the same entity.
|
||||
|
||||
@@ -18,9 +18,9 @@ namespace BBM
|
||||
std::shared_ptr<RAY::Drawables::ADrawable3D> drawable;
|
||||
|
||||
//! @brief ctor
|
||||
Drawable3DComponent(WAL::Entity &entity, std::shared_ptr<RAY::Drawables::ADrawable3D> drawable)
|
||||
Drawable3DComponent(WAL::Entity &entity, std::shared_ptr<RAY::Drawables::ADrawable3D> drawable3D)
|
||||
: WAL::Component(entity),
|
||||
drawable(std::move(drawable))
|
||||
drawable(std::move(drawable3D))
|
||||
{}
|
||||
|
||||
//! ctor
|
||||
|
||||
@@ -20,14 +20,14 @@ namespace BBM
|
||||
}
|
||||
|
||||
ShaderComponent::ShaderComponent(WAL::Entity &entity,
|
||||
const std::string &fragmentFilePath,
|
||||
const std::string &vertexFilePath,
|
||||
const std::string &fragmentPath,
|
||||
const std::string &vertexPath,
|
||||
const WAL::Callback<WAL::Entity &, WAL::Wal &, std::chrono::nanoseconds> &onFixedUpdate,
|
||||
bool lonely)
|
||||
: WAL::Component(entity),
|
||||
shader(vertexFilePath, fragmentFilePath, lonely),
|
||||
fragmentFilePath(fragmentFilePath),
|
||||
vertexFilePath(vertexFilePath),
|
||||
shader(vertexPath, fragmentPath, lonely),
|
||||
fragmentFilePath(fragmentPath),
|
||||
vertexFilePath(vertexPath),
|
||||
update(onFixedUpdate)
|
||||
{
|
||||
}
|
||||
@@ -43,11 +43,11 @@ namespace BBM
|
||||
}
|
||||
|
||||
ShaderComponentModel::ShaderComponentModel(WAL::Entity &entity,
|
||||
const std::string &fragmentFilePath,
|
||||
const std::string &vertexFilePath,
|
||||
const std::string &fragmentPath,
|
||||
const std::string &vertexPath,
|
||||
const WAL::Callback<WAL::Entity &, WAL::Wal &, std::chrono::nanoseconds> &onFixedUpdate,
|
||||
bool lonely)
|
||||
: ShaderComponent(entity, fragmentFilePath, vertexFilePath, onFixedUpdate, lonely)
|
||||
: ShaderComponent(entity, fragmentPath, vertexPath, onFixedUpdate, lonely)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -60,11 +60,11 @@ namespace BBM
|
||||
}
|
||||
|
||||
ShaderComponentDrawable2D::ShaderComponentDrawable2D(WAL::Entity &entity,
|
||||
const std::string &fragmentFilePath,
|
||||
const std::string &vertexFilePath,
|
||||
const std::string &fragmentPath,
|
||||
const std::string &vertexPath,
|
||||
const WAL::Callback<WAL::Entity &, WAL::Wal &, std::chrono::nanoseconds> &onFixedUpdate,
|
||||
bool lonely)
|
||||
: ShaderComponent(entity, fragmentFilePath, vertexFilePath, onFixedUpdate, lonely)
|
||||
: ShaderComponent(entity, fragmentPath, vertexPath, onFixedUpdate, lonely)
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -11,17 +11,17 @@ namespace BBM
|
||||
float SoundComponent::volume = 0.75;
|
||||
|
||||
SoundComponent::SoundComponent(WAL::Entity &entity,
|
||||
const std::map<SoundComponent::SoundIndex, std::string> &soundPath,
|
||||
const std::map<SoundComponent::SoundIndex, std::string> &soundsPath,
|
||||
bool isLonely)
|
||||
: WAL::Component(entity),
|
||||
_soundIndex(IDLE),
|
||||
_soundPath(soundPath),
|
||||
_isLonely(isLonely)
|
||||
_isLonely(isLonely),
|
||||
_soundPath(soundsPath),
|
||||
_soundIndex(IDLE)
|
||||
{
|
||||
for (int i = 0; i <= DEATH; i++) {
|
||||
this->_isSoundLoad[static_cast<SoundIndex>(i)] = false;
|
||||
}
|
||||
for (auto &soundPath : soundPath)
|
||||
for (auto &soundPath : soundsPath)
|
||||
{
|
||||
this->_isSoundLoad[soundPath.first] = true;
|
||||
this->_soundList[soundPath.first] = std::make_unique<RAY::Audio::Sound>(soundPath.second, this->_isLonely);
|
||||
|
||||
@@ -13,10 +13,10 @@ namespace BBM
|
||||
ringIn(delay)
|
||||
{}
|
||||
|
||||
TimerComponent::TimerComponent(WAL::Entity &entity, std::chrono::nanoseconds delay, const WAL::Callback<WAL::Entity &, WAL::Wal &> &callback)
|
||||
TimerComponent::TimerComponent(WAL::Entity &entity, std::chrono::nanoseconds delay, const WAL::Callback<WAL::Entity &, WAL::Wal &> &timerCallback)
|
||||
: WAL::Component(entity),
|
||||
ringIn(delay),
|
||||
callback(callback)
|
||||
callback(timerCallback),
|
||||
ringIn(delay)
|
||||
{}
|
||||
|
||||
WAL::Component *TimerComponent::clone(WAL::Entity &entity) const
|
||||
|
||||
@@ -25,7 +25,7 @@ namespace BBM
|
||||
//! @brief A default constructor
|
||||
TimerComponent(WAL::Entity &entity, std::chrono::nanoseconds delay);
|
||||
//! @brief Create a timer with a callback.
|
||||
TimerComponent(WAL::Entity &entity, std::chrono::nanoseconds delay, const WAL::Callback<WAL::Entity &, WAL::Wal &> &callback);
|
||||
TimerComponent(WAL::Entity &entity, std::chrono::nanoseconds delay, const WAL::Callback<WAL::Entity &, WAL::Wal &> &timerCallback);
|
||||
//! @brief A timer component is copy constructable
|
||||
TimerComponent(const TimerComponent &) = default;
|
||||
//! @brief A default destructor
|
||||
|
||||
Reference in New Issue
Block a user