13 engine->systems()->on(
"animationUpdate", [this](const float dt) {
14 onAnimationUpdate(dt);
26 void AnimationComponentSystem::onAnimationUpdate(
const float dt)
33 Entity* entity = component->entity();
38 if (component->enabled() && entity->enabled()) {
39 component->update(dt);
static const std::vector< AnimationComponent * > & instances()
AnimationComponentSystem(Engine *engine)
~AnimationComponentSystem() override
ComponentSystem(Engine *engine, const std::string &id)
Central application orchestrator managing scenes, rendering, input, and resource loading.
std::function< void(const EventArgs &)> HandleEventCallback