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- // ----------------------------------------------------------------
- // From Game Programming in C++ by Sanjay Madhav
- // Copyright (C) 2017 Sanjay Madhav. All rights reserved.
- //
- // Released under the BSD License
- // See LICENSE in root directory for full details.
- // ----------------------------------------------------------------
- #include "Component.h"
- #include "Actor.h"
- #include "LevelLoader.h"
- const char* Component::TypeNames[NUM_COMPONENT_TYPES] = {
- "Component",
- "AudioComponent",
- "BallMove",
- "BoxComponent",
- "CameraComponent",
- "FollowCamera",
- "MeshComponent",
- "MoveComponent",
- "SkeletalMeshComponent",
- "SpriteComponent",
- "MirrorCamera",
- "PointLightComponent",
- "TargetComponent"
- };
- Component::Component(Actor* owner, int updateOrder)
- :mOwner(owner)
- ,mUpdateOrder(updateOrder)
- {
- // Add to actor's vector of components
- mOwner->AddComponent(this);
- }
- Component::~Component()
- {
- mOwner->RemoveComponent(this);
- }
- void Component::Update(float deltaTime)
- {
- }
- void Component::OnUpdateWorldTransform()
- {
- }
- void Component::LoadProperties(const rapidjson::Value& inObj)
- {
- JsonHelper::GetInt(inObj, "updateOrder", mUpdateOrder);
- }
- void Component::SaveProperties(rapidjson::Document::AllocatorType& alloc, rapidjson::Value& inObj) const
- {
- JsonHelper::AddInt(alloc, inObj, "updateOrder", mUpdateOrder);
- }
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