E
This commit is contained in:
@ -8,26 +8,28 @@
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#include "scene/Scene.hpp"
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namespace Dawn {
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template<class T>
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template<class T, typename J, class P = T>
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class Prefab {
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public:
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/**
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* Returns the list of assets required for this prefab.
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*
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* @param man Asset Manasger for getting required assets from.
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* @return List of required assets this prefab.
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*/
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static std::vector<Asset*> getRequiredAssets() {
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return T::prefabAssets();
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static std::vector<Asset*> getRequiredAssets(AssetManager *man) {
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return P::prefabAssets(man);
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}
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/**
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* Creates a new instance of this asset.
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* Creates a new instance of this prefabricated asset.
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*
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* @param scene Scene this item belongs to.
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* @param context Custom context that this prefab needs to initialize.
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* @return The instance of the created prefab.
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*/
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static T * create(Scene *scene, UICanvas *canvas) {
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return T::prefabCreate(scene, canvas);
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static T * create(J *context) {
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assertNotNull(context);
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return P::prefabCreate(context);
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}
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};
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}
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@ -11,17 +11,27 @@ namespace Dawn {
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template<class T>
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class SceneItemPrefab :
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public SceneItem,
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public Prefab<T>
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public Prefab<T, Scene>
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{
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protected:
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public:
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static T * prefabCreate(Scene *scene, UICanvas *canvas) {
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/**
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* Creates an instance of this prefab for the given scene.
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*
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* @param scene Scene that this prefab is going to be added to.
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* @return The created prefab instance.
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*/
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static T * prefabCreate(Scene *scene) {
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T *item = scene->createSceneItemOfType<T>();
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item->prefabInit();
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item->prefabInit(&scene->game->assetManager);
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return item;
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}
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/**
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* Constructor for this SceneItemPrefab.
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*
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* @param scene Scene that this prefab belongs to.
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* @param id ID of this scene item.
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*/
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SceneItemPrefab(Scene *scene, sceneitemid_t id) :
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SceneItem(scene, id)
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{
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@ -32,6 +42,6 @@ namespace Dawn {
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* Virtual method called by the subclass for initialization after the
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* prefab has been created.
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*/
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virtual void prefabInit() = 0;
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virtual void prefabInit(AssetManager *man) = 0;
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};
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}
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@ -5,19 +5,23 @@
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#pragma once
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#include "Prefab.hpp"
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#include "ui/UIComponent.hpp"
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namespace Dawn {
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template<class T>
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template<class T, class P>
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class UIPrefab :
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public Prefab<T>
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public Prefab<T, UICanvas, P>
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{
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public:
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static T * prefabCreate(Scene *scene) {
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}
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static void apply(T *item) {
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assertNotNull(item);
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P::prefabApply(&item->getGame()->assetManager , item);
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}
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static T * prefabCreate(UICanvas *canvas) {
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T * item = canvas->addElement<T>();
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P::apply(item);
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return item;
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}
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};
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}
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@ -1,39 +0,0 @@
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// Copyright (c) 2022 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 "prefab/SceneItemPrefab.hpp"
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#include "scene/components/Components.hpp"
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#include "display/mesh/CubeMesh.hpp"
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namespace Dawn {
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class SimpleCubePrefab : public SceneItemPrefab<SimpleCubePrefab> {
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public:
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MeshRenderer *renderer = nullptr;
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MeshHost *host = nullptr;
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Material *material = nullptr;
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static std::vector<Asset*> prefabAssets() {
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return std::vector<Asset*>();
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}
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SimpleCubePrefab(Scene *scene, sceneitemid_t id) :
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SceneItemPrefab(scene, id)
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{
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}
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void prefabInit() override {
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this->renderer = this->addComponent<MeshRenderer>();
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this->host = this->addComponent<MeshHost>();
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this->material = this->addComponent<Material>();
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this->host->mesh.createBuffers(CUBE_VERTICE_COUNT, CUBE_INDICE_COUNT);
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CubeMesh::buffer(&this->host->mesh, glm::vec3(-0.5f, -0.5f, -0.5f), glm::vec3(1, 1, 1), 0, 0);
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std::cout << "Preab Init" << std::endl;
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}
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};
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}
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@ -10,7 +10,7 @@
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using namespace Dawn;
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UICanvas * UICanvas::createCanvas(Scene *scene) {
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UICanvas * UICanvas::create(Scene *scene) {
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auto item = scene->createSceneItem();
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return item->addComponent<UICanvas>();
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}
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@ -32,7 +32,7 @@ namespace Dawn {
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* @param scene Scene to create the UI Canvas for.
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* @return Created UI Canvas.
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*/
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static UICanvas * createCanvas(Scene *scene);
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static UICanvas * create(Scene *scene);
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//
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std::vector<UIComponent*> children;
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@ -19,4 +19,15 @@ namespace Dawn {
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++it;
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}
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}
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template<typename T>
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void vectorAppend(std::vector<T> *list, std::vector<T> append) {
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assertNotNull(list);
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auto it = append.begin();
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while(it != append.end()) {
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list->push_back(*it);
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++it;
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}
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}
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}
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@ -22,7 +22,6 @@ void VisualNovelManager::onStart() {
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this->fader = this->uiCanvas->findElement<VisualNovelFader>();
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assertNotNull(this->textBox);
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assertNotNull(this->fader);
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this->getScene()->eventSceneUnpausedUpdate.addListener(this, &VisualNovelManager::onUnpausedUpdate);
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@ -9,7 +9,7 @@ using namespace Dawn;
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SimpleVisualNovelBackground * SimpleVisualNovelBackground::create(Scene *s) {
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auto item = s->createSceneItem();
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item->addComponent<MeshRenderer>();
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// item->addComponent<MeshRenderer>();
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item->addComponent<MeshHost>();
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item->addComponent<Material>();
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auto background = item->addComponent<SimpleVisualNovelBackground>();
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@ -14,23 +14,26 @@ SimpleVNScene::SimpleVNScene(DawnGame *game) : Scene(game) {
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std::vector<Asset*> SimpleVNScene::getRequiredAssets() {
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auto assMan = &this->game->assetManager;
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// return PokerGameTextbox::getAssets(assMan);
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std::vector<Asset*> assets;
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vectorAppend(&assets, VisualNovelTextboxPrefab::getRequiredAssets(assMan));
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return std::vector<Asset*>();
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}
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void SimpleVNScene::stage() {
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auto assMan = &this->game->assetManager;
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// Camera
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this->camera = Camera::create(this);
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this->camera->transform->lookAtPixelPerfect(
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glm::vec3(0, 0, 0),
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glm::vec3(0, 0, 0),
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1.0f,
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this->camera->getRenderTarget()->getHeight(),
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camera->fov
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);
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// UI
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this->canvas = UICanvas::createCanvas(this);
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// this->textbox = Prefab::create<VisualNovelTextboxPrefab>(this)->getComponent<VisualNovelTextbox>();
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this->canvas = UICanvas::create(this);
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this->textbox = VisualNovelTextboxPrefab::create(this->canvas);
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this->background = SimpleVisualNovelBackground::create(this);
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// VN Manager
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@ -13,6 +13,7 @@
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#include "visualnovel/events/VisualNovelPauseEvent.hpp"
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#include "visualnovel/events/VisualNovelFadeEvent.hpp"
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#include "visualnovel/events/VisualNovelChangeSimpleBackgroundEvent.hpp"
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#include "prefabs/ui/VisualNovelTextboxPrefab.hpp"
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namespace Dawn {
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class SimpleVNScene : public Scene {
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@ -17,7 +17,6 @@ target_include_directories(${DAWN_TARGET_NAME}
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# Subdirs
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add_subdirectory(game)
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add_subdirectory(prefabs)
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add_subdirectory(ui)
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add_subdirectory(visualnovel)
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add_subdirectory(save)
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@ -5,7 +5,7 @@
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#include "DawnGame.hpp"
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#include "scenes/Scene_1_1.hpp"
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#include "scenes/PrefabTestingScene.hpp"
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#include "scenes/TestScene.hpp"
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using namespace Dawn;
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@ -23,7 +23,7 @@ int32_t DawnGame::init() {
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this->localeManager.init();
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this->renderManager.init();
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this->scene = new PrefabTestingScene(this);
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this->scene = new TestScene(this);
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return DAWN_GAME_INIT_RESULT_SUCCESS;
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}
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@ -1,10 +0,0 @@
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# Copyright (c) 2022 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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# Sources
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# target_sources(${DAWN_TARGET_NAME}
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# PRIVATE
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# VNPlayer.cpp
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# )
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@ -1,52 +0,0 @@
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// Copyright (c) 2022 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 "asset/AssetManager.hpp"
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#include "poker/PokerPlayer.hpp"
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#include "scene/components/Components.hpp"
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#include "visualnovel/components/VisualNovelCharacter.hpp"
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#include "display/animation/TiledSpriteAnimation.hpp"
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namespace Dawn {
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class VNPenny {
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public:
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static std::vector<Asset*> getAssets(AssetManager *assMan) {
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return std::vector<Asset*>{
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assMan->get<TextureAsset>("texture_penny"),
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assMan->get<TilesetAsset>("tileset_penny")
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};
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}
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static SceneItem * create(Scene *scene) {
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auto item = scene->createSceneItem();
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auto textureAsset = scene->game->assetManager.get<TextureAsset>("texture_penny");
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auto tilesetAsset = scene->game->assetManager.get<TilesetAsset>("tileset_penny");
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auto meshRenderer = item->addComponent<MeshRenderer>();
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auto material = item->addComponent<Material>();
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auto meshHost = item->addComponent<MeshHost>();
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auto tiledSprite = item->addComponent<TiledSprite>();
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auto animation = item->addComponent<AnimationController>();
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auto pokerPlayer = item->addComponent<PokerPlayer>();
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auto vnCharacter = item->addComponent<VisualNovelCharacter>();
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vnCharacter->nameKey = "character.penny.name";
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auto param = material->getShader()->getParameterByName("u_Text");
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material->textureValues[param] = &textureAsset->texture;
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tiledSprite->setTilesetAndSize(&tilesetAsset->tileset);
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auto anim = new TiledSpriteAnimation(tiledSprite);
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anim->addSequentialKeyframes(0.1f, 0, 22);
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anim->loop = true;
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animation->animation = anim;
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return item;
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}
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};
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}
|
53
src/dawnpokergame/prefabs/characters/PennyPrefab.hpp
Normal file
53
src/dawnpokergame/prefabs/characters/PennyPrefab.hpp
Normal file
@ -0,0 +1,53 @@
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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 "prefab/SceneItemPrefab.hpp"
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#include "asset/AssetManager.hpp"
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#include "poker/PokerPlayer.hpp"
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#include "scene/components/Components.hpp"
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#include "visualnovel/components/VisualNovelCharacter.hpp"
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#include "display/animation/TiledSpriteAnimation.hpp"
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namespace Dawn {
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class PennyPrefab : public SceneItemPrefab<PennyPrefab> {
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public:
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static std::vector<Asset*> prefabAssets(AssetManager *assMan) {
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return std::vector<Asset*>{
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assMan->get<TextureAsset>("texture_penny"),
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assMan->get<TilesetAsset>("tileset_penny")
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};
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}
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PennyPrefab(Scene *scene, sceneitemid_t id) : SceneItemPrefab(scene, id){}
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void prefabInit(AssetManager *man) override {
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auto textureAsset = man->get<TextureAsset>("texture_penny");
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auto tilesetAsset = man->get<TilesetAsset>("tileset_penny");
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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 tiledSprite = this->addComponent<TiledSprite>();
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auto animation = this->addComponent<AnimationController>();
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auto pokerPlayer = this->addComponent<PokerPlayer>();
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auto vnCharacter = this->addComponent<VisualNovelCharacter>();
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vnCharacter->nameKey = "character.penny.name";
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auto param = material->getShader()->getParameterByName("u_Text");
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material->textureValues[param] = &textureAsset->texture;
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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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// auto anim = new TiledSpriteAnimation(tiledSprite);
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// anim->addSequentialKeyframes(0.1f, 0, 22);
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// anim->loop = true;
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// animation->animation = anim;
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}
|
||||
};
|
||||
}
|
25
src/dawnpokergame/prefabs/ui/UIBorderPrefab.hpp
Normal file
25
src/dawnpokergame/prefabs/ui/UIBorderPrefab.hpp
Normal file
@ -0,0 +1,25 @@
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// Copyright (c) 2023 Dominic Masters
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//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
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#include "prefab/UIPrefab.hpp"
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#include "ui/UIBorder.hpp"
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|
||||
namespace Dawn {
|
||||
class UIBorderPrefab : public UIPrefab<UIBorder, UIBorderPrefab> {
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public:
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static std::vector<Asset*> prefabAssets(AssetManager *man) {
|
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std::vector<Asset*> assets;
|
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assets.push_back(man->get<TextureAsset>("texture_test"));
|
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return assets;
|
||||
}
|
||||
|
||||
static void prefabApply(AssetManager *man, UIBorder *border) {
|
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auto text = man->get<TextureAsset>("texture_test");
|
||||
border->texture = &text->texture;
|
||||
border->setBorderSize(glm::vec2(16, 16));
|
||||
}
|
||||
};
|
||||
}
|
34
src/dawnpokergame/prefabs/ui/VisualNovelTextboxPrefab.hpp
Normal file
34
src/dawnpokergame/prefabs/ui/VisualNovelTextboxPrefab.hpp
Normal file
@ -0,0 +1,34 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "prefabs/ui/UIBorderPrefab.hpp"
|
||||
#include "visualnovel/ui/VisualNovelTextbox.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class VisualNovelTextboxPrefab :
|
||||
public UIPrefab<VisualNovelTextbox, VisualNovelTextboxPrefab>
|
||||
{
|
||||
public:
|
||||
static std::vector<Asset*> prefabAssets(AssetManager *man) {
|
||||
std::vector<Asset*> assets;
|
||||
assets.push_back(man->get<TrueTypeAsset>("truetype_ark"));
|
||||
return assets;
|
||||
}
|
||||
|
||||
static void prefabApply(AssetManager *man, VisualNovelTextbox *textbox) {
|
||||
auto assetFont = man->get<TrueTypeAsset>("truetype_ark");
|
||||
UIBorderPrefab::apply(&textbox->border);
|
||||
textbox->setFont(&assetFont->font);
|
||||
textbox->setFontSize(40);
|
||||
textbox->setLabelPadding(glm::vec2(10, 8));
|
||||
textbox->setTransform(
|
||||
UI_COMPONENT_ALIGN_STRETCH, UI_COMPONENT_ALIGN_END,
|
||||
glm::vec4(0, 238, 0, 0),
|
||||
0.0f
|
||||
);
|
||||
}
|
||||
};
|
||||
}
|
@ -14,7 +14,7 @@ PokerVNScene::PokerVNScene(DawnGame *game) : SimpleVNScene(game) {
|
||||
std::vector<Asset*> PokerVNScene::getRequiredAssets() {
|
||||
auto assMan = &this->game->assetManager;
|
||||
std::vector<Asset*> assets, l;
|
||||
vectorAppend(&assets, &(l = SimpleVNScene::getRequiredAssets()));
|
||||
vectorAppend(&assets,SimpleVNScene::getRequiredAssets());
|
||||
vectorAppend(&assets, &(l = PokerPlayerDisplay::getAssets(assMan)));
|
||||
return assets;
|
||||
}
|
||||
@ -29,9 +29,9 @@ void PokerVNScene::vnStage() {
|
||||
int32_t i = 0;
|
||||
while(it != this->pokerPlayers.end()) {
|
||||
auto player = *it;
|
||||
auto uiPlayer = canvas->addElement<PokerPlayerDisplay>();
|
||||
uiPlayer->setTransform(UI_COMPONENT_ALIGN_START, UI_COMPONENT_ALIGN_START, glm::vec4(i * 220, 0, 220, 200), 0);
|
||||
uiPlayer->setPlayer(player);
|
||||
// auto uiPlayer = canvas->addElement<PokerPlayerDisplay>();
|
||||
// uiPlayer->setTransform(UI_COMPONENT_ALIGN_START, UI_COMPONENT_ALIGN_START, glm::vec4(i * 220, 0, 220, 200), 0);
|
||||
// uiPlayer->setPlayer(player);
|
||||
++it;
|
||||
++i;
|
||||
}
|
||||
|
@ -1,32 +0,0 @@
|
||||
// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scene/Scene.hpp"
|
||||
#include "game/DawnGame.hpp"
|
||||
#include "prefabs/display/SimpleCubePrefab.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class PrefabTestingScene : public Scene {
|
||||
protected:
|
||||
SimpleCubePrefab *cube = nullptr;
|
||||
Camera *camera = nullptr;
|
||||
|
||||
public:
|
||||
PrefabTestingScene(DawnGame *game) : Scene(game) {
|
||||
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
return std::vector<Asset*>();
|
||||
}
|
||||
|
||||
void stage() override {
|
||||
camera = Camera::create(this);
|
||||
camera->transform->lookAt(glm::vec3(5, 5, 5), glm::vec3(0, 0, 0));
|
||||
cube = SimpleCubePrefab::create(this);
|
||||
}
|
||||
};
|
||||
}
|
@ -5,21 +5,21 @@
|
||||
|
||||
#pragma once
|
||||
#include "PokerVNScene.hpp"
|
||||
#include "prefabs/VNPenny.hpp"
|
||||
#include "prefabs/characters/PennyPrefab.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class TestScene : public PokerVNScene {
|
||||
protected:
|
||||
SceneItem *penny;
|
||||
SceneItem *julie;
|
||||
SceneItem *sammy;
|
||||
SceneItem *lucy;
|
||||
PennyPrefab *penny;
|
||||
PennyPrefab *julie;
|
||||
PennyPrefab *sammy;
|
||||
PennyPrefab *lucy;
|
||||
|
||||
void vnStage() override {
|
||||
penny = VNPenny::create(this);
|
||||
julie = VNPenny::create(this);
|
||||
sammy = VNPenny::create(this);
|
||||
lucy = VNPenny::create(this);
|
||||
penny = PennyPrefab::create(this);
|
||||
julie = PennyPrefab::create(this);
|
||||
sammy = PennyPrefab::create(this);
|
||||
lucy = PennyPrefab::create(this);
|
||||
|
||||
PokerVNScene::vnStage();
|
||||
}
|
||||
@ -39,27 +39,19 @@ namespace Dawn {
|
||||
auto start = new VisualNovelChangeSimpleBackgroundEvent(
|
||||
vnManager, &texture->texture
|
||||
);
|
||||
|
||||
start
|
||||
->then(new VisualNovelTextboxEvent(vnManager, penny->getComponent<VisualNovelCharacter>(), "scene.1.1"))
|
||||
// ->then(new PokerNewGameEvent(vnManager))
|
||||
->then(new VisualNovelTextboxEvent(vnManager, penny->getComponent<VisualNovelCharacter>(), "undefined"))
|
||||
// ->then(new PokerInitialEvent(vnManager))
|
||||
;
|
||||
|
||||
|
||||
start->then(new VisualNovelTextboxEvent(vnManager, penny->getComponent<VisualNovelCharacter>(), "scene.1.1"));
|
||||
return start;
|
||||
}
|
||||
|
||||
public:
|
||||
TestScene(DawnGame *game) : PokerVNScene(game) {
|
||||
|
||||
}
|
||||
TestScene(DawnGame *game) : PokerVNScene(game) {}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
auto assMan = &this->game->assetManager;
|
||||
std::vector<Asset*> assets;
|
||||
vectorAppend(&assets, &PokerVNScene::getRequiredAssets());
|
||||
vectorAppend(&assets, &VNPenny::getAssets(assMan));
|
||||
vectorAppend(&assets, PokerVNScene::getRequiredAssets());
|
||||
vectorAppend(&assets, PennyPrefab::getRequiredAssets(assMan));
|
||||
assets.push_back(assMan->get<TextureAsset>("texture_tavern_night"));
|
||||
return assets;
|
||||
}
|
||||
|
Reference in New Issue
Block a user