Brunot
Loading...
Searching...
No Matches
AnimationSequence.h File Reference

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"
Include dependency graph for AnimationSequence.h:
This graph shows which files directly or indirectly include this file:

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.

Detailed Description

Holds functions that assist in sequences, whether it's adding actions with calculated delays, or creating a buffer between actions.

Author
Bryley Elder (bryle.nosp@m.y.el.nosp@m.der@d.nosp@m.igip.nosp@m.en.ed.nosp@m.u) Base implementation Ori Balashov (ori.b.nosp@m.alas.nosp@m.hov@d.nosp@m.igip.nosp@m.en.ed.nosp@m.u) Added more functions
Date
2026 / 07 / 17