void Entity::SetAnimation(int aniID) { if (aniID < (int)mAnimations.size()) mCurrAnimation = aniID; Animation *animation = mAnimations[mCurrAnimation]; animation->Restart(); }
void Entity::NextAnimation() { mCurrAnimation++; if (mCurrAnimation >= (int)mAnimations.size()) mCurrAnimation = 0; Animation *animation = mAnimations[mCurrAnimation]; animation->Restart(); }