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use crate::engine::d2::animation::AnimatedFloat;
use super::Component;
/// Adjusts the update speed of an entity (and its components and children). Can be used for slow
/// motion and fast forward effects.
#[derive(Default, Clone, Debug)]
pub struct SpeedAdjuster {
pub inner: Component,
/// The scale that time should pass for the owning entity and its children. Values lower than
/// 1.0 will play slower than realtime, and values higher than 1.0 will play faster. When the
/// scale is 0, the entity is basically paused.
pub scale: AnimatedFloat,
pub real_dt: f32,
}
impl SpeedAdjuster {
// scale: f32 = 1
pub fn new(scale: f32) -> Self {
Self {
inner: Default::default(),
scale: AnimatedFloat::new(scale, None),
real_dt: 0.0,
}
}
// Note that this may be called by MainLoop before on_started!
// override
pub fn on_update(&mut self, dt: f32) {
let mut dt = dt;
// Ensure this component is immune to its own time scaling
if self.real_dt > 0.0 {
dt = self.real_dt;
self.real_dt = 0.0;
}
self.scale.update(dt);
}
}
impl AsRef<Component> for SpeedAdjuster {
fn as_ref(&self) -> &Component {
&self.inner
}
}