2021-12-05 17:54:36 +00:00
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#include "ForceVolumeServer.h"
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#include "PhantomPhysicsComponent.h"
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#include "EntityManager.h"
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2023-03-25 10:26:39 +00:00
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#include "ePhysicsEffectType.h"
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2021-12-05 17:54:36 +00:00
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void ForceVolumeServer::OnStartup(Entity* self) {
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auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
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if (phantomPhysicsComponent == nullptr) return;
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const auto forceAmount = self->GetVar<float>(u"ForceAmt");
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const auto forceX = self->GetVar<float>(u"ForceX");
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const auto forceY = self->GetVar<float>(u"ForceY");
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const auto forceZ = self->GetVar<float>(u"ForceZ");
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2023-03-25 10:26:39 +00:00
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phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
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2021-12-05 17:54:36 +00:00
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phantomPhysicsComponent->SetDirectionalMultiplier(forceAmount);
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phantomPhysicsComponent->SetDirection({ forceX, forceY, forceZ });
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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2022-07-28 13:39:57 +00:00
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2023-07-15 20:56:33 +00:00
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Game::entityManager->SerializeEntity(self);
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2021-12-05 17:54:36 +00:00
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}
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