Use better API terminology for radii

- SetProximityRadius just calls AddProximityRadius so its clear what is going on.
- created struct BoxDimensions for clear reading of what the floats are
This commit is contained in:
David Markowitz
2023-06-16 19:53:22 -07:00
parent be17d1a467
commit 68a5cc1d89
10 changed files with 48 additions and 35 deletions

View File

@@ -559,17 +559,14 @@ void Entity::IsGhosted() {
}
}
// Move to header
bool Entity::operator==(const Entity& other) const {
return other.m_ObjectID == m_ObjectID;
}
// Move to header
bool Entity::operator!=(const Entity& other) const {
return !(other.m_ObjectID == m_ObjectID);
}
// Move to header
bool Entity::HasComponent(const eReplicaComponentType componentId) const {
return m_Components.find(componentId) != m_Components.end();
}
@@ -593,15 +590,15 @@ void Entity::Unsubscribe(CppScripts::Script* scriptToRemove, const std::string&
}
// Fine
void Entity::SetProximityRadius(const float proxRadius, const std::string& name) {
void Entity::AddProximityRadius(const float proxRadius, const std::string& name) {
auto* proximityMonitorComponent = AddComponent<ProximityMonitorComponent>();
if (proximityMonitorComponent) proximityMonitorComponent->SetProximityRadius(proxRadius, name);
if (proximityMonitorComponent) proximityMonitorComponent->AddProximityRadius(proxRadius, name);
}
// Remove in favor of a square constructor
void Entity::SetProximityRadius(dpEntity* entity, const std::string& name) {
void Entity::AddProximityRadius(const BoxDimensions& dimensions, const std::string& name) {
auto* proximityMonitorComponent = AddComponent<ProximityMonitorComponent>();
if (proximityMonitorComponent) proximityMonitorComponent->SetProximityRadius(entity, name);
if (proximityMonitorComponent) proximityMonitorComponent->AddProximityRadius(dimensions, name);
}
void Entity::SetGMLevel(eGameMasterLevel value) {