Olympe Engine 2.0
2D Game Engine with ECS Architecture
Loading...
Searching...
No Matches
Functions
PrefabFactory.cpp File Reference
#include "prefabfactory.h"
#include "ComponentRegistry.h"
#include "ComponentDefinition.h"
#include "PrefabScanner.h"
#include "ParameterResolver.h"
#include "World.h"
#include "DataManager.h"
#include "ECS_Components.h"
#include "ECS_Components_AI.h"
#include "ECS_Components_Camera.h"
#include "system/system_utils.h"
#include "AI/BehaviorTree.h"
#include <string>
#include <unordered_map>
#include "VideoGame.h"
+ Include dependency graph for PrefabFactory.cpp:

Go to the source code of this file.

Functions

void RegisterComponentFactory_Internal (const char *componentName, std::function< bool(EntityID, const ComponentDefinition &)> factory)
 
static EntityType StringToEntityType (const std::string &typeStr)
 

Function Documentation

◆ RegisterComponentFactory_Internal()

void RegisterComponentFactory_Internal ( const char componentName,
std::function< bool(EntityID, const ComponentDefinition &)>  factory 
)

Definition at line 63 of file PrefabFactory.cpp.

References PrefabFactory::Get(), GetComponentTypeID_Static(), and PrefabFactory::RegisterComponentFactory().

+ Here is the call graph for this function:

◆ StringToEntityType()

static EntityType StringToEntityType ( const std::string typeStr)
static

Definition at line 459 of file PrefabFactory.cpp.

References Background, Collectible, Dynamic, Effect, Enemy, GetComponentTypeID_Static(), Item, None, NPC, Particle, Player, Static, Trigger, UIElement, and Waypoint.

Referenced by PrefabFactory::InstantiateIdentity().

+ Here is the call graph for this function:
+ Here is the caller graph for this function: