Converted last components to new component drawing system

This commit is contained in:
WiggleWizard
2024-09-16 14:49:25 +01:00
parent 8b2511f995
commit d19ba4f979
14 changed files with 155 additions and 162 deletions

View File

@@ -8,13 +8,50 @@
#include <src/Scene/Components/NetScriptComponent.h>
#include <src/Scene/Entities/ImGuiHelper.h>
const std::string NET_TEMPLATE_SCRIPT_FIRST = R"(using Nuake.Net;
void NetScriptPanel::Draw(Nuake::Entity entity)
namespace NuakeShowcase
{
if (!entity.HasComponent<Nuake::NetScriptComponent>())
return;
class )";
auto& component = entity.GetComponent<Nuake::NetScriptComponent>();
const std::string NET_TEMPLATE_SCRIPT_SECOND = R"( : Entity
{
public override void OnInit()
{
// Called once at the start of the game
}
public override void OnUpdate(float dt)
{
// Called every frame
}
public override void OnFixedUpdate(float dt)
{
// Called every fixed update
}
public override void OnDestroy()
{
// Called at the end of the game fixed update
}
}
}
)";
void NetScriptPanel::Draw(Nuake::Entity& entity, entt::meta_any& componentInstance)
{
using namespace Nuake;
Nuake::NetScriptComponent* componentPtr = componentInstance.try_cast<Nuake::NetScriptComponent>();
if (componentPtr == nullptr)
{
return;
}
Nuake::NetScriptComponent& component = *componentPtr;
BeginComponentTable(.NETSCRIPT, Nuake::NetScriptComponent);
{
{