技术分析
为了兼顾游戏运行效率,增加一套cpp的脚本系统。
class CameraController : public ScriptableEntity
{
public:
void OnCreate()
{
auto& translation = GetComponent<TransformComponent>().Translation;
translation.x = rand() % 10 - 5.0f;
}
void OnDestroy()
{
}
void OnUpdate(Timestep ts)
{
auto& translation = GetComponent<TransformComponent>().Translation;
float speed = 5.0f;
if (Input::IsKeyPressed(KeyCode::A))
translation.x -= speed * ts;
if (Input::IsKeyPressed(KeyCode::D))
translation.x += speed * ts;
if (Input::IsKeyPressed(KeyCode::W))
translation.y += speed * ts;
if (Input::IsKeyPressed(KeyCode::S))
translation.y -= speed * ts;
}
};
mCameraEntity.AddComponent<NativeScriptComponent>().Bind<CameraController>();
mSecondCamera.AddComponent<NativeScriptComponent>().Bind<CameraController>();
后续可以考虑使用反射的方式,把cpp脚本拖过去,自动Bind好对应的方法。
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