CameraSystem is a System that manages the state of the virtual camera. Only one CameraSystem can be in a World at a time. If more than one CameraSystem is added to the World, it will panic.
| 52 | // one CameraSystem can be in a World at a time. If more than one CameraSystem |
| 53 | // is added to the World, it will panic. |
| 54 | type CameraSystem struct { |
| 55 | x, y, z float32 |
| 56 | tracking cameraEntity // The entity that is currently being followed |
| 57 | trackRotation bool // Rotate with the entity |
| 58 | |
| 59 | // angle is the angle of the camera, in degrees (not radians!) |
| 60 | angle float32 |
| 61 | |
| 62 | longTasks map[CameraAxis]*CameraMessage |
| 63 | } |
| 64 | |
| 65 | // New initializes the CameraSystem. |
| 66 | // New initializes the CameraSystem. |
nothing calls this directly
no outgoing calls
no test coverage detected