Rename RebuildComponent to QuickbuildComponent

This commit is contained in:
Aaron Kimbre
2023-06-09 17:12:57 -05:00
parent ddc5f0e117
commit a68fa69e7a
31 changed files with 155 additions and 155 deletions

View File

@@ -1,6 +1,6 @@
#include "AmDropshipComputer.h"
#include "MissionComponent.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "InventoryComponent.h"
#include "dZoneManager.h"
#include "eMissionState.h"
@@ -10,9 +10,9 @@ void AmDropshipComputer::OnStartup(Entity* self) {
}
void AmDropshipComputer::OnUse(Entity* self, Entity* user) {
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
if (rebuildComponent == nullptr || rebuildComponent->GetState() != eRebuildState::COMPLETED) {
if (quickBuildComponent == nullptr || quickBuildComponent->GetState() != eRebuildState::COMPLETED) {
return;
}
@@ -70,13 +70,13 @@ void AmDropshipComputer::OnDie(Entity* self, Entity* killer) {
}
void AmDropshipComputer::OnTimerDone(Entity* self, std::string timerName) {
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
if (rebuildComponent == nullptr) {
if (quickBuildComponent == nullptr) {
return;
}
if (timerName == "reset" && rebuildComponent->GetState() == eRebuildState::OPEN) {
if (timerName == "reset" && quickBuildComponent->GetState() == eRebuildState::OPEN) {
self->Smash(self->GetObjectID(), eKillType::SILENT);
}
}

View File

@@ -6,7 +6,7 @@
#include "BaseCombatAIComponent.h"
#include "SkillComponent.h"
#include "EntityInfo.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "MissionComponent.h"
void AmShieldGeneratorQuickbuild::OnStartup(Entity* self) {
@@ -174,9 +174,9 @@ void AmShieldGeneratorQuickbuild::BuffPlayers(Entity* self) {
}
void AmShieldGeneratorQuickbuild::EnemyEnteredShield(Entity* self, Entity* intruder) {
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
if (rebuildComponent == nullptr || rebuildComponent->GetState() != eRebuildState::COMPLETED) {
if (quickBuildComponent == nullptr || quickBuildComponent->GetState() != eRebuildState::COMPLETED) {
return;
}