#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); }