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#pragma once
#include "System.h"
//TODO:
// control if flip works with animation system
namespace crepe {
/**
* \brief The AnimatorSystem is responsible for managing and updating all Animator components.
*
* This system is responsible for controlling the behavior of the animations for all entities
* that have the Animator component attached. It updates the animations by controlling their
* frame changes, looping behavior, and overall animation state.
*/
class AnimatorSystem : public System {
public:
/**
* \brief Retrieves the singleton instance of the AnimatorSystem.
*
* \return A reference to the single instance of the AnimatorSystem.
*
* This method ensures that there is only one instance of the AnimatorSystem, following the
* singleton design pattern. It can be used to access the system globally.
*/
static AnimatorSystem & get_instance();
/**
* \brief Updates the Animator components.
*
* This method is called periodically (likely every frame) to update the state of all
* Animator components, moving the animations forward and managing their behavior (e.g.,
* looping).
*/
void update() override;
private:
// private because singleton
AnimatorSystem(); // dbg_trace
~AnimatorSystem(); // dbg_trace
};
} // namespace crepe
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