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Component.cpp
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#include "scene/Component.h"
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namespace
mnd
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{
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size_t
Component::nextId = 1;
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void
Component::LoadProperties
(
const
nlohmann::json &json) {}
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void
Component::Init
() {}
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GameObject
*
Component::GetOwner
()
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{
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return
m_owner
;
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}
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ComponentFactory
&
ComponentFactory::GetInstance
()
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{
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static
ComponentFactory
instance;
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return
instance;
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}
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}
// namespace mnd
mnd::ComponentFactory
Definition
Component.h:80
mnd::ComponentFactory::GetInstance
static ComponentFactory & GetInstance()
Definition
Component.cpp:17
mnd::Component::Init
virtual void Init()
Definition
Component.cpp:10
mnd::Component::GetOwner
GameObject * GetOwner()
Definition
Component.cpp:12
mnd::Component::m_owner
GameObject * m_owner
Definition
Component.h:57
mnd::Component::LoadProperties
virtual void LoadProperties(const nlohmann::json &json)
Definition
Component.cpp:8
mnd::GameObject
Node in the scene graph: a named transform that owns components and children.
Definition
GameObject.h:91
mnd
Definition
IdleClip.cpp:13
engine
source
scene
Component.cpp
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1.9.8