i6engine  1.0
FollowComponent.h
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1 /*
2  * i6engine
3  * Copyright (2016) Daniel Bonrath, Michael Baer, All rights reserved.
4  *
5  * This file is part of i6engine; i6engine is free software; you can redistribute it and/or
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19 
25 #ifndef __I6ENGINE_API_FOLLOWCOMPONENT_H__
26 #define __I6ENGINE_API_FOLLOWCOMPONENT_H__
27 
29 
30 namespace i6e {
31 namespace api {
32 
34 
44  public:
45  FollowComponent(const int64_t id, const attributeMap & params);
46 
47  ~FollowComponent();
48 
49  attributeMap synchronize() const override;
50 
51  std::string getTemplateName() const override {
52  return "Follow";
53  }
54 
55  std::vector<componentOptions> getComponentOptions() override {
56  return {};
57  }
58 
59  private:
62 
63  uint64_t _lastTime;
64 
68  double _speed;
69 
70  void Init() override;
71 
72  void Finalize() override;
73 
74  void Tick() override;
75  };
76 
77 } /* namespace api */
78 } /* namespace i6e */
79 
80 #endif /* __I6ENGINE_API_FOLLOWCOMPONENT_H__ */
81 
#define ISIXE_MODULES_API
A weak pointer observing a sharedPtr.
Definition: sharedPtr.h:53
std::string getTemplateName() const override
returns the name this template was registered with
std::map< std::string, std::string > attributeMap
Definition: attributeMap.h:42
Component for objects following another one (e.g. projectiles) For creating a FollowComponent, these keys are possible: Name Required Type Description Public targetID yes int64_t id of the GameObject that should be followed yes speed yes double speed in meters / second yes
std::vector< componentOptions > getComponentOptions() override
returns a vector containing all options of the Component being readable and writeable in the editor ...
Component Base Class. All Components must derive from Component.
Definition: Component.h:97