Refactor MovingPlatformComponent to support subcomponents for movement and rotation

- Introduced PlatformSubComponent as a base class for platform movement logic.
- Added MoverSubComponent for standard path-following behavior.
- Implemented SimpleMoverSubComponent for auto-generating two-waypoint paths.
- Created RotatorSubComponent to handle angular velocity and rotation along paths.
- Updated MovingPlatformComponent to manage multiple subcomponents and their states.
- Modified serialization and update logic to accommodate new subcomponent architecture.
- Adjusted GameMessages to include additional parameters for platform state synchronization.
- Enhanced SimplePhysicsComponent to prevent double movement when on a moving platform.
- Added new CMakeLists.txt for organizing MovingPlatformComponent files.
This commit is contained in:
Aaron Kimbrell
2026-04-08 16:32:10 -05:00
parent 247576e101
commit 5e40aaf420
17 changed files with 1097 additions and 430 deletions

View File

@@ -104,7 +104,10 @@ namespace GameMessages {
void SendStartPathing(Entity* entity);
void SendPlatformResync(Entity* entity, const SystemAddress& sysAddr, bool bStopAtDesiredWaypoint = false,
int iIndex = 0, int iDesiredWaypointIndex = 1, int nextIndex = 1,
eMovementPlatformState movementState = eMovementPlatformState::Moving);
eMovementPlatformState movementState = eMovementPlatformState::Moving,
bool bReverse = false, float fIdleTimeElapsed = 0.0f, float fMoveTimeElapsed = 0.0f,
float fPercentBetweenPoints = 0.0f, NiPoint3 ptUnexpectedLocation = NiPoint3Constant::ZERO,
NiQuaternion qUnexpectedRotation = QuatUtils::IDENTITY);
void SendResetMissions(Entity* entity, const SystemAddress& sysAddr, const int32_t missionid = -1);
void SendRestoreToPostLoadStats(Entity* entity, const SystemAddress& sysAddr);