mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-06 10:44:08 +00:00
Rename RebuildComponent to QuickbuildComponent
This commit is contained in:
@@ -20,7 +20,7 @@
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#include <vector>
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#include "SkillComponent.h"
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#include "RebuildComponent.h"
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#include "QuickBuildComponent.h"
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#include "DestroyableComponent.h"
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#include "Metrics.hpp"
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#include "CDComponentsRegistryTable.h"
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@@ -244,7 +244,7 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
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bool hadRemainingDowntime = m_SkillTime > 0.0f;
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if (m_SkillTime > 0.0f) m_SkillTime -= deltaTime;
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auto* rebuild = m_ParentEntity->GetComponent<RebuildComponent>();
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auto* rebuild = m_ParentEntity->GetComponent<QuickBuildComponent>();
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if (rebuild != nullptr) {
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const auto state = rebuild->GetState();
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@@ -562,7 +562,7 @@ bool BaseCombatAIComponent::IsEnemy(LWOOBJID target) const {
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return false;
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}
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auto* quickbuild = entity->GetComponent<RebuildComponent>();
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auto* quickbuild = entity->GetComponent<QuickBuildComponent>();
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if (quickbuild != nullptr) {
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const auto state = quickbuild->GetState();
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@@ -29,7 +29,7 @@ set(DGAME_DCOMPONENTS_SOURCES "BaseCombatAIComponent.cpp"
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"RacingControlComponent.cpp"
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"RacingStatsComponent.cpp"
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"RailActivatorComponent.cpp"
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"RebuildComponent.cpp"
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"QuickBuildComponent.cpp"
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"RenderComponent.cpp"
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"RigidbodyPhantomPhysicsComponent.cpp"
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"MultiZoneEntranceComponent.cpp"
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@@ -12,9 +12,9 @@ Legend
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LWOActivityComponent
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├── LWOShootingGalleryComponent
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├── LWOScriptedActivityComponent
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└── LWOBaseRacingControlComponent
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├── LWORacingControlComponent
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└── LWOGateRushControlComponent
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| └── LWOBaseRacingControlComponent
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| ├── LWORacingControlComponent
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| └── LWOGateRushControlComponent
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├── LWOQuickBuildComponent
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├── LWOMiniGameControlComponent
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LWOBaseCombatAIComponent
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@@ -32,11 +32,11 @@ LWOBaseRenderComponent
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├── LWOSkinnedRenderComponent
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LWOBaseVendorComponent
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├── LWOVendorComponent
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├~~ LWOProximityMonitorComponent
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| ├~~ LWOProximityMonitorComponent
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├── LWODonationVendorComponent
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├~~ LWOProximityMonitorComponent
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| ├~~ LWOProximityMonitorComponent
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├── LWOAchievementVendorComponent
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├~~ LWOProximityMonitorComponent
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| ├~~ LWOProximityMonitorComponent
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LWOBBBComponent_Common
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├── LWOBBBComponent_Client
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LWOBlueprintComponent
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@@ -51,7 +51,7 @@ LWOCharacterComponent
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├~~ LWOPetCreatorComponent
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├~~ LWOLevelProgressionComponent
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├~~ LWOPlayerForcedMovementComponent
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├~? LWOPathfindingControlComponent
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| ├~? LWOPathfindingControlComponent
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LWOChestComponent
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LWOChoiceBuildComponent
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LWOCollectibleComponent
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@@ -68,7 +68,7 @@ LWOGhostComponent
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LWOHFLightDirectionGadgetComponent
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LWOInventoryComponent_Common
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├── LWOInventoryComponent_Client
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└── LWOInventoryComponent_EquippedItem
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| └── LWOInventoryComponent_EquippedItem
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LWOItemComponent
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LWOLUPExhibitComponent
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LWOMissionOfferComponent
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@@ -91,7 +91,7 @@ LWOPetComponent
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├~~ LWOPathfindingControlComponent
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├~? LWOItemComponent
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├~? LWOModelBehaviorComponent
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├~~ ...
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| ├~~ ...
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LWOPlatformBoundaryComponent
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LWOPlatformComponent
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├-> LWOMoverPlatformSubComponent
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@@ -11,7 +11,7 @@
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#include "CDClientManager.h"
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#include "CDDestructibleComponentTable.h"
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#include "EntityManager.h"
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#include "RebuildComponent.h"
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#include "QuickBuildComponent.h"
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#include "CppScripts.h"
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#include "Loot.h"
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#include "Character.h"
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@@ -82,11 +82,11 @@ void DestroyableComponent::Reinitialize(LOT templateID) {
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int32_t buffComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::BUFF);
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int32_t collectibleComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::COLLECTIBLE);
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int32_t rebuildComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::QUICK_BUILD);
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int32_t quickBuildComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::QUICK_BUILD);
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int32_t componentID = 0;
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if (collectibleComponentID > 0) componentID = collectibleComponentID;
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if (rebuildComponentID > 0) componentID = rebuildComponentID;
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if (quickBuildComponentID > 0) componentID = quickBuildComponentID;
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if (buffComponentID > 0) componentID = buffComponentID;
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CDDestructibleComponentTable* destCompTable = CDClientManager::Instance().GetTable<CDDestructibleComponentTable>();
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@@ -499,7 +499,7 @@ bool DestroyableComponent::CheckValidity(const LWOOBJID target, const bool ignor
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return false;
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}
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auto* targetQuickbuild = targetEntity->GetComponent<RebuildComponent>();
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auto* targetQuickbuild = targetEntity->GetComponent<QuickBuildComponent>();
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if (targetQuickbuild != nullptr) {
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const auto state = targetQuickbuild->GetState();
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@@ -1,4 +1,4 @@
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#include "RebuildComponent.h"
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#include "QuickBuildComponent.h"
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#include "Entity.h"
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#include "DestroyableComponent.h"
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#include "GameMessages.h"
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@@ -24,7 +24,7 @@
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#include "CppScripts.h"
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RebuildComponent::RebuildComponent(Entity* entity) : Component(entity) {
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QuickBuildComponent::QuickBuildComponent(Entity* entity) : Component(entity) {
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std::u16string checkPreconditions = entity->GetVar<std::u16string>(u"CheckPrecondition");
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if (!checkPreconditions.empty()) {
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@@ -39,14 +39,14 @@ RebuildComponent::RebuildComponent(Entity* entity) : Component(entity) {
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GeneralUtils::TryParse(positionAsVector[1], m_ActivatorPosition.y) &&
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GeneralUtils::TryParse(positionAsVector[2], m_ActivatorPosition.z)) {
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} else {
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Game::logger->Log("RebuildComponent", "Failed to find activator position for lot %i. Defaulting to parents position.", m_ParentEntity->GetLOT());
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Game::logger->Log("QuickBuildComponent", "Failed to find activator position for lot %i. Defaulting to parents position.", m_ParentEntity->GetLOT());
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m_ActivatorPosition = m_ParentEntity->GetPosition();
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}
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SpawnActivator();
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}
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RebuildComponent::~RebuildComponent() {
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QuickBuildComponent::~QuickBuildComponent() {
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delete m_Precondition;
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Entity* builder = GetBuilder();
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@@ -57,7 +57,7 @@ RebuildComponent::~RebuildComponent() {
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DespawnActivator();
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}
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void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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void QuickBuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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if (!m_ParentEntity->GetComponent<DestroyableComponent>()) {
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if (bIsInitialUpdate) {
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outBitStream->Write(false);
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@@ -110,7 +110,7 @@ void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitia
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m_StateDirty = false;
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}
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void RebuildComponent::Update(float deltaTime) {
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void QuickBuildComponent::Update(float deltaTime) {
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m_Activator = GetActivator();
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// Serialize the quickbuild every so often, fixes the odd bug where the quickbuild is not buildable
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@@ -242,7 +242,7 @@ void RebuildComponent::Update(float deltaTime) {
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}
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}
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void RebuildComponent::OnUse(Entity* originator) {
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void QuickBuildComponent::OnUse(Entity* originator) {
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if (GetBuilder() != nullptr || m_State == eRebuildState::COMPLETED) {
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return;
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}
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@@ -254,7 +254,7 @@ void RebuildComponent::OnUse(Entity* originator) {
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StartRebuild(originator);
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}
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void RebuildComponent::SpawnActivator() {
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void QuickBuildComponent::SpawnActivator() {
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if (!m_SelfActivator || m_ActivatorPosition != NiPoint3::ZERO) {
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if (!m_Activator) {
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EntityInfo info;
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@@ -274,7 +274,7 @@ void RebuildComponent::SpawnActivator() {
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}
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}
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void RebuildComponent::DespawnActivator() {
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void QuickBuildComponent::DespawnActivator() {
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if (m_Activator) {
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EntityManager::Instance()->DestructEntity(m_Activator);
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@@ -286,73 +286,73 @@ void RebuildComponent::DespawnActivator() {
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}
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}
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Entity* RebuildComponent::GetActivator() {
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Entity* QuickBuildComponent::GetActivator() {
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return EntityManager::Instance()->GetEntity(m_ActivatorId);
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}
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NiPoint3 RebuildComponent::GetActivatorPosition() {
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NiPoint3 QuickBuildComponent::GetActivatorPosition() {
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return m_ActivatorPosition;
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}
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float RebuildComponent::GetResetTime() {
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float QuickBuildComponent::GetResetTime() {
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return m_ResetTime;
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}
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float RebuildComponent::GetCompleteTime() {
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float QuickBuildComponent::GetCompleteTime() {
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return m_CompleteTime;
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}
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int RebuildComponent::GetTakeImagination() {
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int QuickBuildComponent::GetTakeImagination() {
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return m_TakeImagination;
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}
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bool RebuildComponent::GetInterruptible() {
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bool QuickBuildComponent::GetInterruptible() {
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return m_Interruptible;
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}
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bool RebuildComponent::GetSelfActivator() {
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bool QuickBuildComponent::GetSelfActivator() {
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return m_SelfActivator;
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}
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std::vector<int> RebuildComponent::GetCustomModules() {
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std::vector<int> QuickBuildComponent::GetCustomModules() {
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return m_CustomModules;
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}
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int RebuildComponent::GetActivityId() {
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int QuickBuildComponent::GetActivityId() {
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return m_ActivityId;
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}
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int RebuildComponent::GetPostImaginationCost() {
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int QuickBuildComponent::GetPostImaginationCost() {
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return m_PostImaginationCost;
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}
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float RebuildComponent::GetTimeBeforeSmash() {
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float QuickBuildComponent::GetTimeBeforeSmash() {
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return m_TimeBeforeSmash;
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}
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eRebuildState RebuildComponent::GetState() {
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eRebuildState QuickBuildComponent::GetState() {
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return m_State;
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}
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Entity* RebuildComponent::GetBuilder() const {
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Entity* QuickBuildComponent::GetBuilder() const {
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auto* builder = EntityManager::Instance()->GetEntity(m_Builder);
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return builder;
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}
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bool RebuildComponent::GetRepositionPlayer() const {
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bool QuickBuildComponent::GetRepositionPlayer() const {
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return m_RepositionPlayer;
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}
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void RebuildComponent::SetActivatorPosition(NiPoint3 value) {
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void QuickBuildComponent::SetActivatorPosition(NiPoint3 value) {
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m_ActivatorPosition = value;
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}
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void RebuildComponent::SetResetTime(float value) {
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void QuickBuildComponent::SetResetTime(float value) {
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m_ResetTime = value;
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}
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void RebuildComponent::SetCompleteTime(float value) {
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void QuickBuildComponent::SetCompleteTime(float value) {
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if (value < 0) {
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m_CompleteTime = 4.5f;
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} else {
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@@ -360,31 +360,31 @@ void RebuildComponent::SetCompleteTime(float value) {
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}
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}
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void RebuildComponent::SetTakeImagination(int value) {
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void QuickBuildComponent::SetTakeImagination(int value) {
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m_TakeImagination = value;
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}
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void RebuildComponent::SetInterruptible(bool value) {
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void QuickBuildComponent::SetInterruptible(bool value) {
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m_Interruptible = value;
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}
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void RebuildComponent::SetSelfActivator(bool value) {
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void QuickBuildComponent::SetSelfActivator(bool value) {
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m_SelfActivator = value;
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}
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void RebuildComponent::SetCustomModules(std::vector<int> value) {
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void QuickBuildComponent::SetCustomModules(std::vector<int> value) {
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m_CustomModules = value;
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}
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void RebuildComponent::SetActivityId(int value) {
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void QuickBuildComponent::SetActivityId(int value) {
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m_ActivityId = value;
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}
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void RebuildComponent::SetPostImaginationCost(int value) {
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void QuickBuildComponent::SetPostImaginationCost(int value) {
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m_PostImaginationCost = value;
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}
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void RebuildComponent::SetTimeBeforeSmash(float value) {
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void QuickBuildComponent::SetTimeBeforeSmash(float value) {
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if (value < 0) {
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m_TimeBeforeSmash = 10.0f;
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} else {
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@@ -392,11 +392,11 @@ void RebuildComponent::SetTimeBeforeSmash(float value) {
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}
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}
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void RebuildComponent::SetRepositionPlayer(bool value) {
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void QuickBuildComponent::SetRepositionPlayer(bool value) {
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m_RepositionPlayer = value;
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}
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void RebuildComponent::StartRebuild(Entity* user) {
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void QuickBuildComponent::StartRebuild(Entity* user) {
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if (m_State == eRebuildState::OPEN || m_State == eRebuildState::COMPLETED || m_State == eRebuildState::INCOMPLETE) {
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m_Builder = user->GetObjectID();
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@@ -429,7 +429,7 @@ void RebuildComponent::StartRebuild(Entity* user) {
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}
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}
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void RebuildComponent::CompleteRebuild(Entity* user) {
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void QuickBuildComponent::CompleteRebuild(Entity* user) {
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if (user == nullptr) {
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return;
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}
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@@ -439,7 +439,7 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
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characterComponent->SetCurrentActivity(eGameActivity::NONE);
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characterComponent->TrackRebuildComplete();
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} else {
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Game::logger->Log("RebuildComponent", "Some user tried to finish the rebuild but they didn't have a character somehow.");
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Game::logger->Log("QuickBuildComponent", "Some user tried to finish the rebuild but they didn't have a character somehow.");
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return;
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}
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@@ -521,7 +521,7 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
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RenderComponent::PlayAnimation(user, u"rebuild-celebrate", 1.09f);
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}
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void RebuildComponent::ResetRebuild(bool failed) {
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void QuickBuildComponent::ResetRebuild(bool failed) {
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Entity* builder = GetBuilder();
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if (m_State == eRebuildState::BUILDING && builder) {
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@@ -556,7 +556,7 @@ void RebuildComponent::ResetRebuild(bool failed) {
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}
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}
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void RebuildComponent::CancelRebuild(Entity* entity, eQuickBuildFailReason failReason, bool skipChecks) {
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void QuickBuildComponent::CancelRebuild(Entity* entity, eQuickBuildFailReason failReason, bool skipChecks) {
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if (m_State != eRebuildState::COMPLETED || skipChecks) {
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m_Builder = LWOOBJID_EMPTY;
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@@ -595,10 +595,10 @@ void RebuildComponent::CancelRebuild(Entity* entity, eQuickBuildFailReason failR
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}
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}
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void RebuildComponent::AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) {
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void QuickBuildComponent::AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) {
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m_RebuildCompleteCallbacks.push_back(callback);
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}
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void RebuildComponent::AddRebuildStateCallback(const std::function<void(eRebuildState state)>& callback) {
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void QuickBuildComponent::AddRebuildStateCallback(const std::function<void(eRebuildState state)>& callback) {
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m_RebuildStateCallbacks.push_back(callback);
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}
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@@ -1,5 +1,5 @@
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#ifndef REBUILDCOMPONENT_H
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#define REBUILDCOMPONENT_H
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#ifndef __QUICKBUILDCOMPONENT__H__
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#define __QUICKBUILDCOMPONENT__H__
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#include <BitStream.h>
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#include <vector>
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@@ -20,12 +20,12 @@ enum class eQuickBuildFailReason : uint32_t;
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* consists of an activator that shows a popup and then the actual entity that the bricks are built into. Note
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* that quick builds are also scripted activities so this shared some logic with the ScriptedActivityComponent.
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*/
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class RebuildComponent : public Component {
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class QuickBuildComponent : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::QUICK_BUILD;
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RebuildComponent(Entity* entity);
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~RebuildComponent() override;
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QuickBuildComponent(Entity* entity);
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~QuickBuildComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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void Update(float deltaTime) override;
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@@ -362,4 +362,4 @@ private:
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void CompleteRebuild(Entity* user);
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};
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#endif // REBUILDCOMPONENT_H
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#endif //!__QUICKBUILDCOMPONENT__H__
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@@ -4,7 +4,7 @@
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#include "CDRailActivatorComponent.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "RebuildComponent.h"
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#include "QuickBuildComponent.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "RenderComponent.h"
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@@ -43,13 +43,13 @@ RailActivatorComponent::RailActivatorComponent(Entity* parent, int32_t component
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RailActivatorComponent::~RailActivatorComponent() = default;
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void RailActivatorComponent::OnUse(Entity* originator) {
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auto* rebuildComponent = m_ParentEntity->GetComponent<RebuildComponent>();
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if (rebuildComponent != nullptr && rebuildComponent->GetState() != eRebuildState::COMPLETED)
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auto* quickBuildComponent = m_ParentEntity->GetComponent<QuickBuildComponent>();
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if (quickBuildComponent != nullptr && quickBuildComponent->GetState() != eRebuildState::COMPLETED)
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return;
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if (rebuildComponent != nullptr) {
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if (quickBuildComponent != nullptr) {
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||||
// Don't want it to be destroyed while a player is using it
|
||||
rebuildComponent->SetResetTime(rebuildComponent->GetResetTime() + 10.0f);
|
||||
quickBuildComponent->SetResetTime(quickBuildComponent->GetResetTime() + 10.0f);
|
||||
}
|
||||
|
||||
m_EntitiesOnRail.push_back(originator->GetObjectID());
|
||||
@@ -59,7 +59,7 @@ void RailActivatorComponent::OnUse(Entity* originator) {
|
||||
GameMessages::SendPlayFXEffect(originator->GetObjectID(), m_StartEffect.first, m_StartEffect.second,
|
||||
std::to_string(m_StartEffect.first));
|
||||
}
|
||||
|
||||
|
||||
float animationLength = 0.5f;
|
||||
if (!m_StartAnimation.empty()) {
|
||||
animationLength = RenderComponent::PlayAnimation(originator, m_StartAnimation);
|
||||
@@ -116,11 +116,11 @@ void RailActivatorComponent::OnCancelRailMovement(Entity* originator) {
|
||||
true, true, true, true, true, true, true
|
||||
);
|
||||
|
||||
auto* rebuildComponent = m_ParentEntity->GetComponent<RebuildComponent>();
|
||||
auto* quickBuildComponent = m_ParentEntity->GetComponent<QuickBuildComponent>();
|
||||
|
||||
if (rebuildComponent != nullptr) {
|
||||
if (quickBuildComponent != nullptr) {
|
||||
// Set back reset time
|
||||
rebuildComponent->SetResetTime(rebuildComponent->GetResetTime() - 10.0f);
|
||||
quickBuildComponent->SetResetTime(quickBuildComponent->GetResetTime() - 10.0f);
|
||||
}
|
||||
|
||||
if (std::find(m_EntitiesOnRail.begin(), m_EntitiesOnRail.end(), originator->GetObjectID()) != m_EntitiesOnRail.end()) {
|
||||
|
@@ -10,7 +10,7 @@ SwitchComponent::SwitchComponent(Entity* parent) : Component(parent) {
|
||||
|
||||
m_ResetTime = m_ParentEntity->GetVarAs<int32_t>(u"switch_reset_time");
|
||||
|
||||
m_Rebuild = m_ParentEntity->GetComponent<RebuildComponent>();
|
||||
m_Rebuild = m_ParentEntity->GetComponent<QuickBuildComponent>();
|
||||
}
|
||||
|
||||
SwitchComponent::~SwitchComponent() {
|
||||
|
@@ -5,7 +5,7 @@
|
||||
#include "Entity.h"
|
||||
#include "GameMessages.h"
|
||||
#include "EntityManager.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "BouncerComponent.h"
|
||||
#include <algorithm>
|
||||
#include "Component.h"
|
||||
@@ -75,7 +75,7 @@ private:
|
||||
/**
|
||||
* Attached rebuild component.
|
||||
*/
|
||||
RebuildComponent* m_Rebuild;
|
||||
QuickBuildComponent* m_Rebuild;
|
||||
|
||||
/**
|
||||
* If the switch is on or off.
|
||||
|
@@ -10,7 +10,7 @@
|
||||
#include "MissionComponent.h"
|
||||
#include "PhantomPhysicsComponent.h"
|
||||
#include "Player.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "SkillComponent.h"
|
||||
#include "eEndBehavior.h"
|
||||
|
||||
@@ -205,12 +205,12 @@ void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string arg
|
||||
}
|
||||
|
||||
void TriggerComponent::HandleResetRebuild(Entity* targetEntity, std::string args){
|
||||
auto* rebuildComponent = targetEntity->GetComponent<RebuildComponent>();
|
||||
if (!rebuildComponent) {
|
||||
auto* quickBuildComponent = targetEntity->GetComponent<QuickBuildComponent>();
|
||||
if (!quickBuildComponent) {
|
||||
Game::logger->LogDebug("TriggerComponent::HandleResetRebuild", "Rebuild component not found!");
|
||||
return;
|
||||
}
|
||||
rebuildComponent->ResetRebuild(args == "1");
|
||||
quickBuildComponent->ResetRebuild(args == "1");
|
||||
}
|
||||
|
||||
void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray){
|
||||
|
Reference in New Issue
Block a user