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EnemySystem.h
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#pragma once
#include "../VPEngine/System.h"
#include "VisPredComponents.h"
#include "EventSubscriber.h"
class EnemySystem :
public System
, public IFixedUpdatable
, public IUpdatable
, public IPhysicable
, public IRenderable
, public IStartable
, public ISoundable
, public EventSubscriber
{
public:
EnemySystem(const std::shared_ptr<SceneManager>& sceneManager);
public:
// IStartable
void Initialize();
void Start(uint32_t gameObjectId);
void Finish(uint32_t gameObjectId) {}
void Finalize() {}
// IRenderable
// TODO: 그래픽스 이용한 메소드 호출하려고 일단 상속해 놨는데. 수정해야함.
void BeginRenderUpdate(float deltaTime) override {}
void RenderUpdate(float deltaTime) override {}
void LateRenderUpdate(float deltaTime) override {}
void EditorRenderUpdate(float deltaTime) override {}
// IUpdatable을(를) 통해 상속됨
void Update(float deltaTime) override {}
// IFixedUpdatable을(를) 통해 상속됨
void FixedUpdate(float deltaTime) override;
// IPhysicable을(를) 통해 상속됨
void PhysicsUpdate(float deltaTime) override {}
void PhysicsLateUpdate(float deltaTime) override {}
void OnDamaged(std::any entityid_Damage);
PlayerComponent* m_playercomponent =nullptr;
// ISoundable 을 통해 상속됨
void SoundUpdate(float deltaTime) override {};
};