36 return scene->getSceneManager();
virtual void endPlay()
Called when the component is removed or the game ends.
Scene * getScene() const
Gets the scene this component belongs to.
SceneManager * getSceneManager() const
Helper to get the SceneManager from the owning scene.
void setCanTick(bool enable)
Enables or disables ticking for this component.
void setOwningEntity(Entity *entity)
Sets the owning entity. Called by Entity::addComponent().
bool canTick() const
Checks if the component is currently set to tick.
virtual void tick(double deltaTime)
Called every frame if ticking is enabled.
virtual void beginPlay()
Called when the component is added to the scene or the game starts.
LogicComponent(Scene *owningScene)
Entity * getOwningEntity() const
Gets the entity this component belongs to.
Manages game objects within a scene, handling registration, ID allocation, and GPU buffer synchroniza...
A scene is the overarching structure which can spawn actors.
Log category system implementation.