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50 lines
1.5 KiB
C
50 lines
1.5 KiB
C
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#ifndef __PROPERTYBEHAVIOR__H__
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#define __PROPERTYBEHAVIOR__H__
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#include "State.h"
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enum class BehaviorState : uint32_t;
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class AMFArrayValue;
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/**
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* Represents the Entity of a Property Behavior and holds data associated with the behavior
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*/
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class PropertyBehavior {
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public:
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PropertyBehavior();
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template<typename Msg>
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void HandleMsg(Msg& msg);
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// If the last edited state has no strips, this method will set the last edited state to the first state that has strips.
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void VerifyLastEditedState();
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void SendBehaviorListToClient(AMFArrayValue& args) const;
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void SendBehaviorBlocksToClient(AMFArrayValue& args) const;
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int32_t GetBehaviorId() const { return m_BehaviorId; }
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void SetBehaviorId(int32_t id);
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private:
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// The states this behavior has.
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std::map<BehaviorState, State> m_States;
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// The name of this behavior.
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std::string m_Name = "New Behavior";
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// Whether this behavior is locked and cannot be edited.
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bool isLocked = false;
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// Whether this behavior is custom or pre-fab.
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bool isLoot = false;
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// The last state that was edited. This is used so when the client re-opens the behavior editor, it will open to the last edited state.
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// If the last edited state has no strips, it will open to the first state that has strips.
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BehaviorState m_LastEditedState;
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// The behavior id for this behavior. This is expected to be fully unique, however an id of -1 means this behavior was just created
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// and needs to be assigned an id.
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int32_t m_BehaviorId = -1;
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};
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#endif //!__PROPERTYBEHAVIOR__H__
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