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add movementAI on load
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ed0c979544
commit
4fbd536e74
@ -702,20 +702,20 @@ void Entity::Initialize() {
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const Path* path = Game::zoneManager->GetZone()->GetPath(pathName);
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//Check to see if we have an attached path and add the appropiate component to handle it:
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if (path){
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if (path) {
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// if we have a moving platform path, then we need a moving platform component
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if (path->pathType == PathType::MovingPlatform) {
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MovingPlatformComponent* plat = new MovingPlatformComponent(this, pathName);
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m_Components.insert(std::make_pair(eReplicaComponentType::MOVING_PLATFORM, plat));
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// else if we are a movement path
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} /*else if (path->pathType == PathType::Movement) {
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} else if (path->pathType == PathType::Movement) {
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Game::logger->Log("Entity", "is movement %i", GetLOT());
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auto movementAIcomp = GetComponent<MovementAIComponent>();
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if (movementAIcomp){
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// TODO: set path in existing movementAIComp
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} else {
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// TODO: create movementAIcomp and set path
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if (!movementAIcomp) {
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movementAIcomp = new MovementAIComponent(this, {});
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m_Components.insert(std::make_pair(eReplicaComponentType::MOVEMENT_AI, movementAIcomp));
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}
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}*/
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movementAIcomp->SetupPath(pathName);
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}
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} else {
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// else we still need to setup moving platform if it has a moving platform comp but no path
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int32_t movingPlatformComponentId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MOVING_PLATFORM, -1);
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@ -287,9 +287,11 @@ void SGCannon::OnActivityTimerDone(Entity* self, const std::string& name) {
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auto* enemy = Game::entityManager->CreateEntity(info, nullptr, self);
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Game::entityManager->ConstructEntity(enemy);
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auto* movementAI = new MovementAIComponent(enemy, {});
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enemy->AddComponent(eReplicaComponentType::MOVEMENT_AI, movementAI);
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auto* movementAI = enemy->GetComponent<MovementAIComponent>();
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if (!movementAI) {
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movementAI = new MovementAIComponent(enemy, {});
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enemy->AddComponent(eReplicaComponentType::MOVEMENT_AI, movementAI);
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}
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movementAI->SetMaxSpeed(toSpawn.initialSpeed);
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movementAI->SetCurrentSpeed(toSpawn.initialSpeed);
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