32#pragma region static_functions
52#pragma region overridden_functions
56 return std::make_unique<ColliderSystem>(*
this);
59 auto onUpdate(
float dt) ->
void override;
67 auto save(
Stream& stream)
const ->
void override;
71#pragma region ColliderSystem_Functions
92#pragma region member_variables
99#pragma region helper_functions
103#pragma region messaging_functions
115#pragma region static_variables
sys::Json Stream
Definition AudioObject.h:20
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)
constructor for gameobject.
Definition GameObject.cpp:23
Type
Definition System.h:20
@ ColliderSystem
Definition System.h:36
System(const std::string &typeName, Type systemType)
Definition System.cpp:75
auto receiveSelectClick(const Message *message) -> Message
Calls checkMouseCollision when a player clicks.
Definition ColliderSystem.cpp:165
auto onUpdate(float dt) -> void override
called once every frame.
Definition ColliderSystem.cpp:62
auto endWindow() -> void override
currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
Definition ColliderSystem.h:61
ColliderSystem()
Definition ColliderSystem.cpp:38
auto operator=(const ColliderSystem &other) -> ColliderSystem &
Definition ColliderSystem.cpp:48
std::vector< std::vector< Collider * > > colliders
Definition ColliderSystem.h:95
ColliderSystem(const ColliderSystem &other)=default
auto linkMessages() -> void
Definition ColliderSystem.cpp:172
auto load(Stream &stream) -> void override
Implementations will load the state of a GameObject from a th::Json Object.
Definition ColliderSystem.cpp:77
~ColliderSystem() override=default
static auto getEnum() -> Type
function required by all systems
Definition ColliderSystem.h:37
auto removeCollider(const Collider *collider) -> void
Removes a collider from the multimap, typically called after it is deleted.
Definition ColliderSystem.cpp:123
auto onRender() -> void override
called every frame after update has been called for every object.
Definition ColliderSystem.cpp:67
auto clone() const -> std::unique_ptr< GameObject > override
makes a copy a GameObject even if it's held polymorphically
Definition ColliderSystem.h:54
auto onEnterEngine() -> void override
hook that is called when a GameObject enters the Engine tree.
Definition ColliderSystem.cpp:71
auto save(Stream &stream) const -> void override
Implementations will load the state of a GameObject to a th::Json object.
Definition ColliderSystem.cpp:82
auto operator=(ColliderSystem &&other) noexcept -> ColliderSystem &=default
auto addNewCollider(Collider *collider) -> void
Adds a new collider to the collider multimap so it can be checked for collisions later.
Definition ColliderSystem.cpp:91
auto checkMouseCollision() -> void
Checks if the current mouse position lands on any buttons inside the multimap.
Definition ColliderSystem.cpp:96
the type of elements in a basic_json container
Definition GameObject.h:32