| 115 | } |
| 116 | |
| 117 | void OvCore::SceneSystem::Scene::Play() |
| 118 | { |
| 119 | m_isPlaying = true; |
| 120 | |
| 121 | /* Wake up actors to allow them to react to OnEnable, OnDisable and OnDestroy, */ |
| 122 | std::for_each(m_actors.begin(), m_actors.end(), [](ECS::Actor * p_element) { p_element->SetSleeping(false); }); |
| 123 | |
| 124 | std::for_each(m_actors.begin(), m_actors.end(), [](ECS::Actor * p_element) { if (p_element->IsActive()) p_element->OnAwake(); }); |
| 125 | std::for_each(m_actors.begin(), m_actors.end(), [](ECS::Actor * p_element) { if (p_element->IsActive()) p_element->OnEnable(); }); |
| 126 | std::for_each(m_actors.begin(), m_actors.end(), [](ECS::Actor * p_element) { if (p_element->IsActive()) p_element->OnStart(); }); |
| 127 | } |
| 128 | |
| 129 | bool OvCore::SceneSystem::Scene::IsPlaying() const |
| 130 | { |