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GameObject.cpp
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82 lines (71 loc) · 1.68 KB
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#include "stdafx.h"
GameObject::GameObject()
{
transform = new Transform();
transform->gameObject = this;
isActive = true;
tag = TAGMANAGER->GetTag("default");
}
GameObject::~GameObject()
{
}
void GameObject::Init()
{
}
void GameObject::Update()
{
if (isActive == false) return;
for (int i = 0; i < component_num; i++) {
if (components[i]->enable == true)
components[i]->Update();
}
}
void GameObject::Render()
{
if (isActive == false) return;
for (int i = 0; i < component_num; i++) {
if(components[i]->enable == true)
components[i]->Render();
}
}
Component* GameObject::AddComponent(Component* component)
{
component->gameObject = this;
component->transform = this->transform;
component->enable = true;
components.push_back(component);
component_num = components.size();
return component;
}
void GameObject::OnCollision(GameObject* gameObject)
{
if (isActive == false) return;
for (int i = 0; i < components.size(); i++) {
if (components[i]->enable == true)
components[i]->OnCollision(gameObject);
}
}
void GameObject::OnTriggerEnter(GameObject* gameObject)
{
if (isActive == false) return;
for (int i = 0; i < components.size(); i++) {
if (components[i]->enable == true)
components[i]->OnTriggerEnter(gameObject);
}
}
void GameObject::OnTriggerStay(GameObject* gameObject)
{
if (isActive == false) return;
for (int i = 0; i < components.size(); i++) {
if (components[i]->enable == true)
components[i]->OnTriggerStay(gameObject);
}
}
void GameObject::OnTriggerExit(GameObject* gameObject)
{
if (isActive == false) return;
for (int i = 0; i < components.size(); i++) {
if (components[i]->enable == true)
components[i]->OnTriggerExit(gameObject);
}
}