Starting new VN Structure

This commit is contained in:
2023-04-18 09:55:11 -07:00
parent 60a5a98ec5
commit 6d86fc10bc
72 changed files with 803 additions and 1761 deletions

View File

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/Scene.hpp"
#include "scene/components/display/Camera.hpp"
#include "prefabs/SimpleSpinningCubePrefab.hpp"
#include "games/vn/components/VNManager.hpp"
#include "games/vn/events/VNDummyEvent.hpp"
namespace Dawn {
class HelloWorldScene : public Scene {
protected:
Camera *camera;
UICanvas *canvas;
void stage() override {
canvas = UICanvas::create(this);
camera = Camera::create(this);
camera->fov = 0.436332f;
camera->transform->lookAt(glm::vec3(10, 10, 10), glm::vec3(0, 0, 0));
auto cube = SimpleSpinningCubePrefab::create(this);
auto vnItem = this->createSceneItem();
auto vnManager = vnItem->addComponent<VNManager>();
auto eventTest = vnManager->createEvent<VNDummyEvent>();
eventTest
->then(vnManager->createEvent<VNDummyEvent>())
->then(vnManager->createEvent<VNDummyEvent>())
;
vnManager->setEvent(eventTest);
}
std::vector<Asset*> getRequiredAssets() override {
auto assMan = &this->game->assetManager;
std::vector<Asset*> assets;
return assets;
}
public:
HelloWorldScene(DawnGame *game) : Scene(game) {}
};
}