R-Type
Distributed multiplayer game engine in C++
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AnimationSystem.hpp
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1/*
2** EPITECH PROJECT, 2025
3** RTYPE
4** File description:
5** AnimationSystem
6*/
7
8#pragma once
9
10#include "../../Components/Animation.hpp"
11#include "../../Components/AnimationSet.hpp"
12#include "../../Components/IComponent.hpp"
13#include "../../Components/Sprite.hpp"
14#include "../ISystem.hpp"
15
16namespace ecs {
25 class AnimationSystem : public ISystem {
26 public:
30 AnimationSystem() = default;
31
35 ~AnimationSystem() override = default;
36
50 void update(Registry &registry, float deltaTime) override;
51
57 ComponentMask getComponentMask() const override;
58 };
59} // namespace ecs
System managing sprite animation playback.
~AnimationSystem() override=default
Default destructor.
ComponentMask getComponentMask() const override
Gets the component mask for this system.
void update(Registry &registry, float deltaTime) override
Updates all entity animations.
AnimationSystem()=default
Default constructor.
Base interface for all ECS systems.
Definition ISystem.hpp:37
Manages entities, their signatures and component type registrations.
Definition Registry.hpp:68
Maximum number of distinct component types supported by the Registry.
Definition GameLogic.hpp:26
std::uint64_t ComponentMask
Type alias for component bitmask.
Definition ISystem.hpp:24