mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-18 13:28:09 +00:00
most of gameplay tab works
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@@ -10,12 +10,26 @@
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#include "SimplePhysicsComponent.h"
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#include "Database.h"
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#include "EntityInfo.h"
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ModelComponent::ModelComponent(Entity* parent) : Component(parent) {
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m_OriginalPosition = m_Parent->GetDefaultPosition();
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m_OriginalRotation = m_Parent->GetDefaultRotation();
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m_userModelID = m_Parent->GetVarAs<LWOOBJID>(u"userModelID");
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RegisterMsg(MessageType::Game::REQUEST_USE, this, &ModelComponent::OnRequestUse);
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}
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bool ModelComponent::OnRequestUse(GameMessages::GameMsg& msg) {
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auto& requestUse = static_cast<GameMessages::RequestUse&>(msg);
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for (auto& behavior : m_Behaviors) behavior.HandleMsg(requestUse);
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return true;
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}
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void ModelComponent::Update(float deltaTime) {
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for (auto& behavior : m_Behaviors) {
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behavior.Update(deltaTime, *this);
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}
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}
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void ModelComponent::LoadBehaviors() {
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@@ -29,9 +43,9 @@ void ModelComponent::LoadBehaviors() {
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LOG_DEBUG("Loading behavior %d", behaviorId.value());
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auto& inserted = m_Behaviors.emplace_back();
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inserted.SetBehaviorId(*behaviorId);
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const auto behaviorStr = Database::Get()->GetBehavior(behaviorId.value());
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tinyxml2::XMLDocument behaviorXml;
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auto res = behaviorXml.Parse(behaviorStr.c_str(), behaviorStr.size());
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LOG_DEBUG("Behavior %i %d: %s", res, behaviorId.value(), behaviorStr.c_str());
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@@ -56,14 +70,14 @@ void ModelComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialU
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//actual model component:
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outBitStream.Write1(); // Yes we are writing model info
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outBitStream.Write0(); // Is pickable
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outBitStream.Write1(); // Is pickable
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outBitStream.Write<uint32_t>(2); // Physics type
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outBitStream.Write(m_OriginalPosition); // Original position
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outBitStream.Write(m_OriginalRotation); // Original rotation
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outBitStream.Write1(); // We are writing behavior info
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outBitStream.Write<uint32_t>(0); // Number of behaviors
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outBitStream.Write1(); // Is this model paused
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outBitStream.Write<uint32_t>(m_Behaviors.size()); // Number of behaviors
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outBitStream.Write0(); // Is this model paused
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if (bIsInitialUpdate) outBitStream.Write0(); // We are not writing model editing info
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}
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@@ -30,6 +30,9 @@ public:
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ModelComponent(Entity* parent);
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void LoadBehaviors();
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void Update(float deltaTime) override;
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bool OnRequestUse(GameMessages::GameMsg& msg);
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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@@ -114,6 +117,8 @@ public:
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std::array<std::pair<int32_t, std::string>, 5> GetBehaviorsForSave() const;
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const std::vector<PropertyBehavior>& GetBehaviors() const { return m_Behaviors; };
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private:
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/**
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* The behaviors of the model
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