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Recast
1
Game with custom magic
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#include <SpellEntity.h>
Public Member Functions | |
SpellEntity (b2Fixture *fixture1, Spell *spell, Box2DWorld *world, std::shared_ptr< TempWorld > tempWorld) | |
~SpellEntity () | |
void | update (Box2DWorld *box2DWorld) |
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Entity (b2Fixture *fixture1) | |
int | getId () |
b2Fixture * | getFixture () const |
EntityType | getType () const |
void | setType (EntityType type) |
Additional Inherited Members | |
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static void | write (Parcel &in, Entity *obj) |
SpellEntity::SpellEntity | ( | b2Fixture * | fixture1, |
Spell * | spell, | ||
Box2DWorld * | world, | ||
std::shared_ptr< TempWorld > | tempWorld | ||
) |
SpellEntity::~SpellEntity | ( | ) |
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virtual |