DarkflameServer/dScripts/NtImagBeamBuffer.cpp

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#include "NtImagBeamBuffer.h"
#include "EntityManager.h"
#include "SkillComponent.h"
void NtImagBeamBuffer::OnStartup(Entity* self)
{
self->SetProximityRadius(100, "ImagZone");
self->AddTimer("BuffImag", 2.0f);
}
void NtImagBeamBuffer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status)
{
if (name != "ImagZone" || !entering->IsPlayer())
{
return;
}
if (status == "ENTER")
{
const auto& iter = std::find(m_EntitiesInProximity.begin(), m_EntitiesInProximity.end(), entering->GetObjectID());
if (iter == m_EntitiesInProximity.end())
{
m_EntitiesInProximity.push_back(entering->GetObjectID());
}
}
else if (status == "LEAVE")
{
const auto& iter = std::find(m_EntitiesInProximity.begin(), m_EntitiesInProximity.end(), entering->GetObjectID());
if (iter != m_EntitiesInProximity.end())
{
m_EntitiesInProximity.erase(iter);
}
}
}
void NtImagBeamBuffer::OnTimerDone(Entity* self, std::string timerName)
{
if (timerName != "BuffImag")
{
return;
}
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent == nullptr)
{
return;
}
for (const auto entityID : m_EntitiesInProximity)
{
auto* entity = EntityManager::Instance()->GetEntity(entityID);
if (entity == nullptr)
{
continue;
}
skillComponent->CalculateBehavior(1311, 30235, entityID, true);
}
self->AddTimer("BuffImag", 2.0f);
}