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Component.cpp
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75 lines (64 loc) · 1.69 KB
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#ifndef LINEARCHEXT_COMPONENT_CPP
#define LINEARCHEXT_COMPONENT_CPP
#include "Misc.cpp"
#include "Transform.hpp"
#include "GameObject.hpp"
#include "Component.hpp"
#include "Collider.hpp"
#include "Renderer.hpp"
#include "Rigidbody.hpp"
namespace LinearchExt{
void Component::OnCreate(){
}
void Component::OnDestroy(){
}
void Component::OnDisable(){
}
void Component::OnEnable(){
}
void Component::SetEnabled(bool enabled){
this->enabled = enabled;
}
GameObject* Component::GetGameObject(){
return gameObject;
}
Collider* Component::GetCollider(){
return gameObject->collider;
}
Rigidbody* Component::GetRigidbody(){
return gameObject->rigidbody;
}
Transform* Component::GetTransform(){
return gameObject->transform;
}
Renderer* Component::GetRenderer(){
return gameObject->renderer;
}
Component::Component(){}
Component::~Component(){
if(gameObject != 0)
gameObject->components.remove(*this);
}
bool Component::IsActiveAndEnabled(){
return enabled && gameObject->IsActiveInHierarchy();
}
void Component::Init(GameObject* gameObject){
this->gameObject = gameObject;
}
template<typename T> bool IsComponent(){
return TestDerivation<Component, T>();
}
bool operator==(const Component& a, const Component& b){
return &a == &b;
}
bool operator!=(const Component& a, const Component& b){
return &a != &b;
}
bool Component::operator==(const Component& b){
return this == &b;
}
bool Component::operator!=(const Component& b){
return this != &b;
}
}
#endif