Implemented a custom physics engine #316
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@ -38,8 +38,8 @@ namespace SHADE
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eventFunctions[0] = { &SHPhysicsSystem::onComponentAdded , SH_COMPONENT_ADDED_EVENT };
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eventFunctions[1] = { &SHPhysicsSystem::onComponentRemoved, SH_COMPONENT_REMOVED_EVENT };
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eventFunctions[2] = { &SHPhysicsSystem::onSceneInit , SH_SCENE_ON_INIT_EVENT };
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eventFunctions[3] = { &SHPhysicsSystem::onSceneExit , SH_SCENE_ON_EXIT_EVENT };
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eventFunctions[2] = { &SHPhysicsSystem::onSceneInit , SH_SCENE_INIT_POST };
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eventFunctions[3] = { &SHPhysicsSystem::onSceneExit , SH_SCENE_EXIT_POST };
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#ifdef SHEDITOR
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eventFunctions[4] = { &SHPhysicsSystem::onEditorPlay , SH_EDITOR_ON_PLAY_EVENT };
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@ -62,8 +62,6 @@ namespace SHADE
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SHEventManager::BroadcastEvent<SHSceneInitExitEvent>(exitEvent, SH_SCENE_EXIT_PRE);
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currentScene->Free();
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SHEventManager::BroadcastEvent<SHSceneExitEvent>(SHSceneExitEvent{ currentSceneID }, SH_SCENE_ON_EXIT_EVENT);
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currentScene->Unload();
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SHEntityManager::DestroyAllEntity();
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@ -112,8 +110,6 @@ namespace SHADE
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SHEventManager::BroadcastEvent<SHSceneInitExitEvent>(exitEvent, SH_SCENE_EXIT_PRE);
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currentScene->Free();
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SHEventManager::BroadcastEvent<SHSceneExitEvent>(SHSceneExitEvent{ currentSceneID }, SH_SCENE_ON_EXIT_EVENT);
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if (cleanReload == true)
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{
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cleanReload = false;
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