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feat: Movement behaviors (#1815)
* Move in all directions is functional * feat: add movement behaviors the following behaviors will function MoveRight MoveLeft FlyUp FlyDown MoveForward MoveBackward The behavior of the behaviors is once a move in an axis is active, that behavior must finish its movement before another one on that axis can do another movement on it.
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@@ -29,6 +29,10 @@ public:
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void IncrementAction();
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void Spawn(LOT object, Entity& entity);
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// Checks the movement logic for whether or not to proceed
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// Returns true if the movement can continue, false if it needs to wait more.
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bool CheckMovement(float deltaTime, ModelComponent& modelComponent);
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void Update(float deltaTime, ModelComponent& modelComponent);
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void SpawnDrop(LOT dropLOT, Entity& entity);
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void ProcNormalAction(float deltaTime, ModelComponent& modelComponent);
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@@ -40,7 +44,8 @@ private:
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// Indicates this Strip is waiting for an action to be taken upon it to progress to its actions
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bool m_WaitingForAction{ false };
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// The amount of time this strip is paused for. Any interactions with this strip should be bounced if this is greater than 0.
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// The amount of time this strip is paused for. Any interactions with this strip should be bounced if this is greater than 0.
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// Actions that do not use time do not use this (ex. positions).
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float m_PausedTime{ 0.0f };
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// The index of the next action to be played. This should always be within range of [0, m_Actions.size()).
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@@ -51,6 +56,13 @@ private:
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// The location of this strip on the UGBehaviorEditor UI
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StripUiPosition m_Position;
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// The current actions remaining distance to the target
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// Only 1 of these vertexs' will be active at once for any given strip.
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NiPoint3 m_InActionMove{};
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// The position of the parent model on the previous frame
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NiPoint3 m_PreviousFramePosition{};
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};
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#endif //!__STRIP__H__
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