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AnimGenerator.cpp
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#include "AnimGenerator.h"
#include "Engine.h"
AnimGenerator::AnimGenerator()
{
iLayer = 1;
}
void AnimGenerator::Trigger()
{
// SpriteEffect s;
// s.Spawn(mFX.mPos,mFX.mSize,mFX.pSpr,mFX.fDuration,mFX.bGlow,mFX.mpTarget,mFX.bPlayOnce);
switch(iLayer)
{
case 1:
gpEngine->mEffectsLayer1.push_back(mFX);
break;
case 2:
gpEngine->mEffectsLayer2.push_back(mFX);
break;
case 3:
gpEngine->mEffectsLayer3.push_back(mFX);
break;
}
// gpEngine->SpawnSpriteEffect(iLayer,mFX.mPos,mFX.mSize,mFX.pSpr,mFX.fDuration,mFX.bGlow,mFX.mpTarget,mFX.bPlayOnce);
}
void AnimGenerator::LoadFromFile(CFileIO &fIO)
{
fIO.ReadBinary(&ScrollOffset,1);
fIO.ReadBinary(&iLayer,1);
fIO.ReadBinary(&iAnimType,1);
Vec2 Pos;
fIO.ReadBinary(&Pos.x,1);
fIO.ReadBinary(&Pos.y,1);
gpEngine->iTileFrame = iAnimType;
mFX = gpEngine->GetAnimForEditor(Pos);
mFX.LoadFromFile(fIO);
}
void AnimGenerator::WriteToFile(CFileIO &fIO)
{
fIO.WriteBinary(&ScrollOffset,1);
fIO.WriteBinary(&iLayer,1);
fIO.WriteBinary(&iAnimType,1);
Vec2 Pos(mFX.mPos);
fIO.WriteBinary(&Pos.x,1);
fIO.WriteBinary(&Pos.y,1);
mFX.WriteToFile(fIO);
}