Fixed more *nix compile issues
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@ -26,6 +26,6 @@ target_include_directories(stb INTERFACE stb)
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set(LIBTYPE "STATIC")
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add_subdirectory(openal-soft)
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set(BUILD_TESTS OFF CACHE BOOL "Build tests")
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set(BUILD_EXAMPLES OFF CACHE BOOL "Build examples")
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set(BUILD_TESTS OFF CACHE BOOL "Build tests" FORCE)
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set(BUILD_EXAMPLES OFF CACHE BOOL "Build examples" FORCE)
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add_subdirectory(AudioFile)
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@ -23,7 +23,7 @@ namespace Dawn {
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}
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void onValueModified() override {
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SimpleAnimation::onValueModified();
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SimpleAnimation<T>::onValueModified();
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this->invoke();
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}
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@ -32,7 +32,7 @@ namespace Dawn {
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* Construct a new Simple Function Animation object
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*/
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SimpleCallbackAnimation() :
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SimpleAnimation(&value)
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SimpleAnimation<T>(&value)
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{
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}
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@ -6,6 +6,7 @@
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#pragma once
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#include "Prefab.hpp"
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#include "scene/SceneItem.hpp"
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#include "game/DawnGame.hpp"
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namespace Dawn {
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template<class T>
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@ -13,7 +13,7 @@
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#include "visualnovel/events/VisualNovelTextboxEvent.hpp"
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#include "visualnovel/events/timing/VisualNovelPauseEvent.hpp"
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#include "visualnovel/events/VisualNovelFadeEvent.hpp"
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#include "visualnovel/events/VisualNovelCAllbackEvent.hpp"
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#include "visualnovel/events/VisualNovelCallbackEvent.hpp"
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#include "visualnovel/events/VisualNovelChangeSimpleBackgroundEvent.hpp"
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namespace Dawn {
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@ -47,7 +47,7 @@ namespace Dawn {
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TiledSprite *tiledSprite;
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AudioSource *audioSource;
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CharacterPrefab(Scene *s, sceneitemid_t i) : SceneItemPrefab(s, i) {}
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CharacterPrefab(Scene *s, sceneitemid_t i) : SceneItemPrefab<T>(s, i) {}
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void prefabInit(AssetManager *man) override {
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characterTexture = man->get<TextureAsset>(T::getCharacterTexture());
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@ -57,24 +57,24 @@ namespace Dawn {
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auto emotion = this->defineAndGetInitialEmotion(man);
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// Components
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meshRenderer = this->addComponent<MeshRenderer>();
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meshHost = this->addComponent<MeshHost>();
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meshRenderer = SceneItem::addComponent<MeshRenderer>();
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meshHost = SceneItem::addComponent<MeshHost>();
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material = this->addComponent<SimpleTexturedMaterial>();
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material = SceneItem::addComponent<SimpleTexturedMaterial>();
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material->texture = &characterTexture->texture;
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vnCharacter = this->addComponent<VisualNovelCharacter>();
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vnCharacter = SceneItem::addComponent<VisualNovelCharacter>();
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vnCharacter->nameKey = T::getLanguagePrefix() + ".name";
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animation = this->addComponent<AnimationController>();
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animation = SceneItem::addComponent<AnimationController>();
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tiledSprite = this->addComponent<TiledSprite>();
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tiledSprite = SceneItem::addComponent<TiledSprite>();
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tiledSprite->setTileset(&characterTileset->tileset);
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float_t ratio = characterTileset->tileset.getTileWidth() / characterTileset->tileset.getTileHeight();
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tiledSprite->setSize(glm::vec2(ratio, 1.0f));
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tiledSprite->setTile(emotion.tile);
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audioSource = this->addComponent<AudioSource>();
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audioSource = SceneItem::addComponent<AudioSource>();
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this->transform.setLocalPosition(glm::vec3(0, 0, 0));
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}
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@ -8,7 +8,7 @@
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#include "scenes/Scene_2.hpp"
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#include "prefabs/characters/DeathPrefab.hpp"
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#include "visualnovel/events/characters/VisualNovelFadeCharacterEvent.hpp"
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#include "visualnovel/events/characters/VIsualNovelTransformItemEvent.hpp"
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#include "visualnovel/events/characters/VisualNovelTransformItemEvent.hpp"
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#include "visualnovel/events/timing/VisualNovelBatchEvent.hpp"
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namespace Dawn {
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