<commit_before>#ifndef __COMPONENT_H__
#define __COMPONENT_H__

enum ComponentType
{
	C_TRANSFORM = 0,
	C_MESH = 1,
	C_MATERIAL = 2,
	C_CAMERA = 3,
	C_LIGHT = 4
};

class GameObject;
class Data;

class Component
{
public:
	
	Component(ComponentType type, GameObject* game_object);
	virtual ~Component();

	virtual void Update();

	bool IsActive();
	void SetActive(bool value);
	virtual void OnInspector();

	ComponentType GetType()const;
	GameObject* GetGameObject()const;
	unsigned int GetUUID()const;

	virtual void OnTransformModified();
	virtual void Save(Data& file) const;
	virtual void Remove();
	virtual void Load(Data& config);

	void ComponentOptions();

protected:
	bool active = true;
	bool alive = true;
	ComponentType type;
	GameObject* game_object = nullptr;
	unsigned int uuid = 0;

};
#endif // !__COMPONENT_H__<commit_msg>Removing usless function<commit_after>#ifndef __COMPONENT_H__
#define __COMPONENT_H__

enum ComponentType
{
	C_TRANSFORM = 0,
	C_MESH = 1,
	C_MATERIAL = 2,
	C_CAMERA = 3,
	C_LIGHT = 4
};

class GameObject;
class Data;

class Component
{
public:
	
	Component(ComponentType type, GameObject* game_object);
	virtual ~Component();

	virtual void Update();

	bool IsActive();
	void SetActive(bool value);
	virtual void OnInspector();

	ComponentType GetType()const;
	GameObject* GetGameObject()const;
	unsigned int GetUUID()const;

	virtual void OnTransformModified();
	virtual void Save(Data& file) const;
	virtual void Remove();
	virtual void Load(Data& config);


protected:
	bool active = true;
	bool alive = true;
	ComponentType type;
	GameObject* game_object = nullptr;
	unsigned int uuid = 0;

};
#endif // !__COMPONENT_H__
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