What's New in v2.34
- Added simple publisher/subscription support to C++ for observing values, renamed old PublishedValue to BroadcastValue
- Use Reactive publisher in SliderControl2D
- New AnimatedSpriteRenderer for rendering animations based on a set of textures
- Separate SDL drop files events are now batched into a single
DropFilesUIEvent to allow easier drag-and-drop of animation frames into Kaiju
Animation example
auto meshNode = MAKE<WorldNode>();
auto renderer = MAKE<AnimatedSpriteRenderer>(textures);
meshNode->AddComponent(renderer);
auto material = renderer->material;
auto program = GLShaderProgram::registry["texture.uniform"];
if (program) {
material->shaderProgram = program;
material->features[RenderFeatures::Blend] = RenderFeatureStatus::Enable;
}
meshNode->transform->SetWorldPosition(Vector3(0, 0, -0.2f));
world.Add(meshNode);