text: #include "InvaderEnemy.h"
  
  InvaderEnemy::InvaderEnemy(cMesh* mesh, glm::vec3 transform, glm::vec3 rotation) : GameObject(mesh, transform, rotation)
  {
  	moveAmount = 5.0f;
  	curentMesh = 0;
  }
  
  InvaderEnemy::InvaderEnemy(cMesh* mesh) : GameObject(mesh)
  {
  	moveAmount = 5.0f;
  	curentMesh = 0;
  }
  
  InvaderEnemy::InvaderEnemy(glm::vec3 transform) : GameObject(transform)
  {
  	moveAmount = 5.0f;
  	curentMesh = 0;
  }
  
  InvaderEnemy::~InvaderEnemy()
  {
  }
  
  void InvaderEnemy::Update(float deltaTime)
  {
  }
  
  void InvaderEnemy::UpdateCommands(float deltaTime)
  {
  	if (commands != NULL)
  	{
  		commands->Update(deltaTime);
  	}
  }
  
  void InvaderEnemy::SetFriendlyName(std::string name)
  {
  	this->friendlyName = friendlyName;
  }
  
  std::string InvaderEnemy::GetFriendlyName()
  {
  	return friendlyName;
  }
  
  cMesh* InvaderEnemy::GetMesh()
  {
  	return mesh;
  }
  
  void InvaderEnemy::SetMesh(cMesh* mesh)
  {
  	this->mesh = mesh;
  	this->rotationXYZ = glm::vec3(glm::degrees(mesh->rotationXYZ.x), glm::degrees(mesh->rotationXYZ.y), glm::degrees(mesh->rotationXYZ.z));
  	this->position = mesh->rotationXYZ;
  }
  
  void InvaderEnemy::SwapModels()
  {
  	if (meshNames.size() <= 0)
  	{
  		return;
  	}
  	curentMesh++;
  	if (curentMesh > meshNames.size() - 1)
  	{
  		curentMesh = 0;
  	}
  
  	mesh->meshName = MODEL_DIR + meshNames[curentMesh];
  }
  