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Brunot
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Holds functions that assist in sequences, whether it's adding actions with calculated delays, or creating a buffer between actions. More...
#include "Framework/Entity.h"Go to the source code of this file.
Namespaces | |
| namespace | AnimationSequence |
| Holds functions that are useful to synchronize actions such that specific visual effects occur. | |
Functions | |
| template<std::derived_from< Action > a> | |
| auto | AnimationSequence::typical (const std::vector< Entity * > &intendedTargets, float delayBetweenGroups, int groups, a &intendedAction) -> void |
| Sets a group of actions to all have the same initial delay. | |
| template<std::derived_from< Action > a> | |
| auto | AnimationSequence::standardStagger (const std::vector< Entity * > &intendedTargets, float gapBetweenActions, a &intendedAction) -> void |
| Adds an action to every entity, but sets it up such that each action will have a small gap between itself and the next. | |
| template<std::derived_from< Action > a> | |
| auto | AnimationSequence::slightOverlap (const std::vector< Entity * > &intendedTargets, float overlapAmount, a &intendedAction) -> void |
| Adds an action to every entity, but sets it up such that each action will start a little bit before the last one ends. | |
| template<std::derived_from< Action > a> | |
| auto | AnimationSequence::Staircase (const std::vector< Entity * > &intendedTargets, float delayBetweenActions, a &intendedAction) -> void |
| All actions start at the same time, but actions take longer and longer. | |
| template<std::derived_from< Action > a> | |
| auto | AnimationSequence::Spiral (const std::vector< Entity * > &intendedTargets, float numberOfGroups, a &intendedAction) -> void |
| All actions start at the same time, but actions take longer and longer. | |
| template<std::derived_from< Action > a> | |
| auto | AnimationSequence::CreateStagger (const std::vector< a > &intendedAction, float delayBetweenActions) -> void |
| Creates a buffer between actions with the given delay. | |
| template<std::derived_from< Action > a> | |
| auto | AnimationSequence::SpreadAction (const std::vector< Entity * > &intendedTargets, const a &intendedAction) -> void |
| Gives every single Entity the same action, with no special effects. | |
Holds functions that assist in sequences, whether it's adding actions with calculated delays, or creating a buffer between actions.