3#include <Core/Messages/CommonMessages.h>
4#include <Core/Messages/EventMessage.h>
5#include <Core/World/Component.h>
6#include <Core/World/World.h>
7#include <Foundation/Types/SharedPtr.h>
8#include <GameEngine/Animation/PropertyAnimResource.h>
9#include <GameEngine/GameEngineDLL.h>
39 void SetPropertyAnimFile(
const char* szFile);
40 const char* GetPropertyAnimFile()
const;
46 void PlayAnimationRange(
plTime rangeLow,
plTime rangeHigh);
53 float m_fSpeed = 1.0f;
54 plTime m_AnimationRangeLow;
55 plTime m_AnimationRangeHigh;
56 bool m_bPlaying =
true;
65 mutable void* m_pObject =
nullptr;
90 void CreatePropertyBindings();
94 void ApplyAnimations(
const plTime& tDiff);
99 void EvaluateEventTrack(
plTime startTime,
plTime endTime);
100 void StartPlayback();
102 bool m_bReverse =
false;
This is the base class for all properties that are members of a class. It provides more information a...
Definition AbstractProperty.h:237
Base class of all component types.
Definition Component.h:25
virtual void SerializeComponent(plWorldWriter &inout_stream) const
Override this to save the current state of the component to the given stream.
Definition Component.cpp:54
virtual void OnSimulationStarted()
This method is called once for active components, at the start of the next world update,...
Definition Component.cpp:144
virtual void DeserializeComponent(plWorldReader &inout_stream)
Override this to load the current state of the component from the given stream.
Definition Component.cpp:58
Simple component manager implementation that calls an update method on all components every frame.
Definition ComponentManager.h:142
A message sender that sends all messages to the next component derived from plEventMessageHandlerComp...
Definition EventMessage.h:39
A hybrid array uses in-place storage to handle the first few elements without any allocation....
Definition HybridArray.h:12
Animates properties on other objects and components according to the property animation resource.
Definition PropertyAnimComponent.h:19
This class holds information about reflected types. Each instance represents one type that is known t...
Definition RTTI.h:30
A Shared ptr manages a shared object and destroys that object when no one references it anymore....
Definition SharedPtr.h:10
Reads a world description from a stream. Allows to instantiate that world multiple times in different...
Definition WorldReader.h:47
Stores an entire plWorld in a stream.
Definition WorldWriter.h:13
Definition PropertyAnimResource.h:69
A handle to a component.
Definition Declarations.h:138
A custom enum implementation that allows to define the underlying storage type to control its memory ...
Definition Enum.h:37
Definition PropertyAnimResource.h:64
A handle to a game object.
Definition Declarations.h:76
Common message for components that can be toggled between playing and paused states.
Definition CommonMessages.h:9
Definition PropertyAnimComponent.h:63
Definition PropertyAnimComponent.h:84
Definition PropertyAnimComponent.h:74
Definition PropertyAnimComponent.h:69
Definition PropertyAnimComponent.h:79
The time class encapsulates a double value storing the time in seconds.
Definition Time.h:12