Minor Fixes
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@ -48,7 +48,8 @@ namespace ia::iae
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VOID SpriteRendererComponent::SetActiveAnimation(IN Handle animation)
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{
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if(animation == m_activeAnimationHandle) return;
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if (animation == m_activeAnimationHandle)
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return;
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IA_RELEASE_ASSERT((animation != INVALID_HANDLE) && (animation < m_animations.size()));
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m_prevAnimationKeyFrameIndex = 0;
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m_activeAnimation = m_animations[animation];
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@ -66,10 +67,9 @@ namespace ia::iae
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VOID SpriteRendererComponent::Draw()
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{
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const auto &animFrame = m_currentAnimationState;
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animFrame.Texture.Draw(
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m_node->SortOffset(),
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m_node->GetPosition() + animFrame.Position, m_node->GetScale() * animFrame.Scale,
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m_node->GetRotation().z + animFrame.Rotation.z, m_isFlippedH, m_isFlippedV, animFrame.ColorOverlay);
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animFrame.Texture.Draw(m_node->SortOffset(), m_node->GetPosition() + animFrame.Position,
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m_node->GetScale() * animFrame.Scale, m_node->GetRotation().z + animFrame.Rotation.z,
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m_isFlippedH, m_isFlippedV, animFrame.ColorOverlay);
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}
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VOID SpriteRendererComponent::UpdateAnimation()
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@ -82,12 +82,13 @@ namespace ia::iae
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{
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const auto t = m_timelinePosition / m_prevAnimationKeyFrame.Duration;
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#define INTERP_PROPERTY(name) \
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m_currentAnimationState.name = iam::Lerp(m_prevAnimationKeyFrame.name, m_nextAnimationKeyFrame.name, t);
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m_currentAnimationState.name = \
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m_prevAnimationKeyFrame.name + (m_nextAnimationKeyFrame.name - m_prevAnimationKeyFrame.name) * t;
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//INTERP_PROPERTY(Position); [IATODO]
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//INTERP_PROPERTY(Rotation);
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//INTERP_PROPERTY(Scale);
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//INTERP_PROPERTY(ColorOverlay);
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INTERP_PROPERTY(Position);
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INTERP_PROPERTY(Rotation);
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INTERP_PROPERTY(Scale);
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INTERP_PROPERTY(ColorOverlay);
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#undef INTERP_PROPERTY
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}
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