void Stop::RunState(Application & app, e_state & currentState) { PRINT_DEBUG("[MACHINE] <Stop>"); Script* script = nullptr; for (GameObject* go : app.GetCurrentScene()->GetGameObjectList()) { if ((script = go->GetComponent<Script>())) { script->OnStop(); script = nullptr; } } currentState = STATE_EXIT; }
void GameLogic::RunState(Application & app, e_state & currentState) { PRINT_DEBUG("[MACHINE] <GameLogic>"); Script* script = nullptr; for (GameObject* go : app.GetCurrentScene()->GetGameObjectList()) { for (IComponent* compo : go->_listComponent) { if ((script = dynamic_cast<Script*>(compo))) { script->Update(); script = nullptr; } } } Physics::singleton->CallCollision(); currentState = STATE_RENDER; }