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ScaleUpAndDownAction Class Reference

Scales up to halfway through the action, then scales down. More...

#include <ScaleUpAndDownAction.h>

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Public Member Functions

 ScaleUpAndDownAction ()=default
 ScaleUpAndDownAction (const ScaleUpAndDownAction &)=default
auto operator= (const ScaleUpAndDownAction &) -> ScaleUpAndDownAction &=default
 ~ScaleUpAndDownAction () override=default
 ScaleUpAndDownAction (ScaleUpAndDownAction &&other) noexcept=default
auto operator= (ScaleUpAndDownAction &&other) noexcept -> ScaleUpAndDownAction &=default
 ScaleUpAndDownAction (float popAmount)
 ScaleUpAndDownAction (float popAmount, float duration)
 ScaleUpAndDownAction (Vector4D setStartScale, Vector4D setMaxScale, Vector4D setEndScale)
 ScaleUpAndDownAction (Vector4D setStartScale, Vector4D setMaxScale, Vector4D setEndScale, float duration)
 ScaleUpAndDownAction (Vector4D setStartScale, Vector4D setMaxScale, Vector4D setEndScale, float duration, const th::Bezier &easingFunction, float initialDelay, float endingDelay)
auto init () -> void override
 Virtual function that is called once, when the Action is first starting up.
auto execute () -> void override
 Virtual function that is called every frame to change a game object.
auto end () -> void override
 Virtual function that is called once, when an Action is finished executing.
auto ActionShowMenu () -> void override
 Displays a window in imgui.
auto render () const -> void override
 Function used to draw things to screen, useful for things such as debug drawing.
Public Member Functions inherited from Action
 Action ()=default
 Action (const Action &)=default
auto operator= (const Action &) -> Action &=default
virtual ~Action ()=default
 Action (Action &&other) noexcept=default
auto operator= (Action &&other) noexcept -> Action &=default
auto operator== (const Action &other) const -> bool
 Action (std::string name)
 Action (std::string name, float duration)
 Action (std::string name, float duration, const th::Bezier &bezierCurve, float initialDelay, float endingDelay)
auto update (float dt) -> void
 Universal update function that handles calling init, update, and end at the right time.
auto shouldRemove () const -> bool
auto getOwner () const -> Entity *
auto setOwner (Entity *newObject) -> void
auto getHasInitialized () const -> bool
auto getHasExecuted () const -> bool
auto getHasEnded () const -> bool
auto isPaused () const -> bool
auto setPaused (bool newState) -> void
auto isBlocking () const -> bool
auto setBlocking (bool newState) -> void
auto setInitialDelay (float delay) -> void
auto getInitialDelay () const -> float
auto setDuration (float duration) -> void
auto getDuration () const -> float
auto setEndingDelay (float delay) -> void
auto getEndingDelay () const -> float
auto getTotalLifetime () const -> float
auto getName () -> std::string
 Function used for displaying info about what an Action does.
auto getCompletionPercentage () const -> float
 Function used to see how much the action has completed.
auto getCurve () const -> th::Bezier
 Function used to see which type of curve an action has.
auto setCurve (const th::Bezier &curve) -> void
 set the curve of the function

Private Attributes

Transformtransform = nullptr
Vector4D startingScale
Vector4D maxScale
Vector4D endScale
bool scalingUp = true
float popScale = 0.f

Additional Inherited Members

Protected Member Functions inherited from Action
auto percentageComplete () const -> float
template<typename T>
auto lerpBasedOnTime (const T &start, const T &end) -> T
Protected Attributes inherited from Action
EntitychangingObject = nullptr
std::string actionName = "BaseAction"
bool blocking = false
 If an action is blocking, it stops all actions after it in an ActionList from updating.

Detailed Description

Scales up to halfway through the action, then scales down.

@ScaleUpAndDownAction.h

Constructor & Destructor Documentation

◆ ScaleUpAndDownAction() [1/8]

ScaleUpAndDownAction::ScaleUpAndDownAction ( )
default
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◆ ScaleUpAndDownAction() [2/8]

ScaleUpAndDownAction::ScaleUpAndDownAction ( const ScaleUpAndDownAction & )
default
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◆ ~ScaleUpAndDownAction()

ScaleUpAndDownAction::~ScaleUpAndDownAction ( )
overridedefault

◆ ScaleUpAndDownAction() [3/8]

ScaleUpAndDownAction::ScaleUpAndDownAction ( ScaleUpAndDownAction && other)
defaultnoexcept
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◆ ScaleUpAndDownAction() [4/8]

ScaleUpAndDownAction::ScaleUpAndDownAction ( float popAmount)
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◆ ScaleUpAndDownAction() [5/8]

ScaleUpAndDownAction::ScaleUpAndDownAction ( float popAmount,
float duration )
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◆ ScaleUpAndDownAction() [6/8]

ScaleUpAndDownAction::ScaleUpAndDownAction ( Vector4D setStartScale,
Vector4D setMaxScale,
Vector4D setEndScale )
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◆ ScaleUpAndDownAction() [7/8]

ScaleUpAndDownAction::ScaleUpAndDownAction ( Vector4D setStartScale,
Vector4D setMaxScale,
Vector4D setEndScale,
float duration )
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◆ ScaleUpAndDownAction() [8/8]

ScaleUpAndDownAction::ScaleUpAndDownAction ( Vector4D setStartScale,
Vector4D setMaxScale,
Vector4D setEndScale,
float duration,
const th::Bezier & easingFunction,
float initialDelay,
float endingDelay )
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Member Function Documentation

◆ ActionShowMenu()

void ScaleUpAndDownAction::ActionShowMenu ( ) ->void
overridevirtual

Displays a window in imgui.

Reimplemented from Action.

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◆ end()

auto ScaleUpAndDownAction::end ( ) ->void
overridevirtual

Virtual function that is called once, when an Action is finished executing.

Reimplemented from Action.

◆ execute()

auto ScaleUpAndDownAction::execute ( ) ->void
overridevirtual

Virtual function that is called every frame to change a game object.

Reimplemented from Action.

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◆ init()

auto ScaleUpAndDownAction::init ( ) ->void
overridevirtual

Virtual function that is called once, when the Action is first starting up.

Reimplemented from Action.

◆ operator=() [1/2]

auto ScaleUpAndDownAction::operator= ( const ScaleUpAndDownAction & ) ->ScaleUpAndDownAction &=default
default
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◆ operator=() [2/2]

auto ScaleUpAndDownAction::operator= ( ScaleUpAndDownAction && other) ->ScaleUpAndDownAction &=default
defaultnoexcept
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◆ render()

void ScaleUpAndDownAction::render ( ) const->void
overridevirtual

Function used to draw things to screen, useful for things such as debug drawing.

Todo
: Implement debug draw rendering

Reimplemented from Action.

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Member Data Documentation

◆ endScale

Vector4D ScaleUpAndDownAction::endScale
private

◆ maxScale

Vector4D ScaleUpAndDownAction::maxScale
private

◆ popScale

float ScaleUpAndDownAction::popScale = 0.f
private

◆ scalingUp

bool ScaleUpAndDownAction::scalingUp = true
private

◆ startingScale

Vector4D ScaleUpAndDownAction::startingScale
private

◆ transform

Transform* ScaleUpAndDownAction::transform = nullptr
private

The documentation for this class was generated from the following files: