Logic(Entities::Scene *owningScene)
~WindTrail() override=default
void beginPlay() override
Called when the component is added to the scene or the game starts.
static constexpr bool IsUnique
std::shared_ptr< Entities::SceneNode > emitterNode_
std::shared_ptr< Entities::SceneNode > getEmitterNode() const
void endPlay() override
Called when the component is removed or the game ends.
static constexpr const char * ComponentName
WindTrail(Entities::Scene *owningScene)
Represents a node in the scene graph, containing information about its position, rotation,...
A scene is the overarching structure which can spawn, contain and destroy actors or entities.