Example character level animations.
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@ -17,6 +17,7 @@ namespace Dawn {
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public:
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VisualNovelCharacter *vnCharacter;
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SimpleTexturedShaderInterface *shaderInterface;
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AnimationController *animation;
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static std::vector<Asset*> prefabAssets(AssetManager *assMan) {
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return std::vector<Asset*>{
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@ -25,7 +26,10 @@ namespace Dawn {
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};
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}
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DeathPrefab(Scene *scene, sceneitemid_t id) : SceneItemPrefab(scene, id){}
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DeathPrefab(Scene *scene, sceneitemid_t id) : SceneItemPrefab(scene, id)
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{
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}
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void prefabInit(AssetManager *man) override {
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auto textureAsset = man->get<TextureAsset>("texture_death");
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@ -34,17 +38,18 @@ namespace Dawn {
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auto meshRenderer = this->addComponent<MeshRenderer>();
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auto material = this->addComponent<Material>();
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auto meshHost = this->addComponent<MeshHost>();
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auto animation = this->addComponent<AnimationController>();
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auto tiledSprite = this->addComponent<TiledSprite>();
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tiledSprite->setTilesetAndSize(&tilesetAsset->tileset);
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tiledSprite->setTile(0);
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vnCharacter = this->addComponent<VisualNovelCharacter>();
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vnCharacter->nameKey = "character.death.name";
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shaderInterface = this->addComponent<SimpleTexturedShaderInterface>();
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shaderInterface->setTexture(&textureAsset->texture);
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vnCharacter = this->addComponent<VisualNovelCharacter>();
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vnCharacter->nameKey = "character.death.name";
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animation = this->addComponent<AnimationController>();
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auto tiledSprite = this->addComponent<TiledSprite>();
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tiledSprite->setTilesetAndSize(&tilesetAsset->tileset);
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tiledSprite->setTile(0);
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this->transform.setLocalPosition(glm::vec3(0, 0, 0));
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}
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