Starting new VN Structure
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48
src/dawnliminal/scenes/HelloWorldScene.hpp
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48
src/dawnliminal/scenes/HelloWorldScene.hpp
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "scene/Scene.hpp"
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#include "scene/components/display/Camera.hpp"
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#include "prefabs/SimpleSpinningCubePrefab.hpp"
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#include "games/vn/components/VNManager.hpp"
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#include "games/vn/events/VNDummyEvent.hpp"
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namespace Dawn {
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class HelloWorldScene : public Scene {
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protected:
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Camera *camera;
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UICanvas *canvas;
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void stage() override {
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canvas = UICanvas::create(this);
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camera = Camera::create(this);
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camera->fov = 0.436332f;
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camera->transform->lookAt(glm::vec3(10, 10, 10), glm::vec3(0, 0, 0));
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auto cube = SimpleSpinningCubePrefab::create(this);
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auto vnItem = this->createSceneItem();
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auto vnManager = vnItem->addComponent<VNManager>();
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auto eventTest = vnManager->createEvent<VNDummyEvent>();
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eventTest
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->then(vnManager->createEvent<VNDummyEvent>())
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->then(vnManager->createEvent<VNDummyEvent>())
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;
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vnManager->setEvent(eventTest);
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}
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std::vector<Asset*> getRequiredAssets() override {
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auto assMan = &this->game->assetManager;
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std::vector<Asset*> assets;
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return assets;
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}
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public:
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HelloWorldScene(DawnGame *game) : Scene(game) {}
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};
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}
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