Split out LUTriggers into it's own component (#986)

* Split out LUTriggers into it's own component

* some cleanup

* fix debug log

* use emplace and tryParse

* slight refactor to make the work on startup
rather than at runtime
Also TODO's for getting targets via all the possible methods

* address feedback
This commit is contained in:
Aaron Kimbrell
2023-02-10 02:29:53 -06:00
committed by GitHub
parent d17f51183e
commit 91c0c1fcfb
13 changed files with 437 additions and 137 deletions

View File

@@ -1,5 +1,6 @@
#include "SwitchComponent.h"
#include "EntityManager.h"
#include "eTriggerEventType.h"
std::vector<SwitchComponent*> SwitchComponent::petSwitches;
@@ -42,7 +43,7 @@ void SwitchComponent::EntityEnter(Entity* entity) {
}
m_Active = true;
if (!m_Parent) return;
m_Parent->TriggerEvent("OnActivated");
m_Parent->TriggerEvent(eTriggerEventType::ACTIVATED);
const auto grpName = m_Parent->GetVarAsString(u"grp_name");
@@ -78,7 +79,7 @@ void SwitchComponent::Update(float deltaTime) {
if (m_Timer <= 0.0f) {
m_Active = false;
if (!m_Parent) return;
m_Parent->TriggerEvent("OnDectivated");
m_Parent->TriggerEvent(eTriggerEventType::DEACTIVATED);
const auto grpName = m_Parent->GetVarAsString(u"grp_name");