moving platform work

This commit is contained in:
David Markowitz
2023-08-02 00:02:02 -07:00
parent 4336cb7f50
commit c293b7a9d7
10 changed files with 93 additions and 51 deletions

View File

@@ -4,15 +4,16 @@
#include "MovingPlatformComponent.h"
void PropertyPlatform::OnRebuildComplete(Entity* self, Entity* target) {
GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0,
0, 0, eMovementPlatformState::Waiting | eMovementPlatformState::ReachedDesiredWaypoint | eMovementPlatformState::ReachedFinalWaypoint);
GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS
, static_cast<eMovementPlatformState>(eMovementPlatformState::Waiting | eMovementPlatformState::ReachedDesiredWaypoint | eMovementPlatformState::ReachedFinalWaypoint),
true, 0, 0, 0);
}
void PropertyPlatform::OnUse(Entity* self, Entity* user) {
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
if (rebuildComponent != nullptr && rebuildComponent->GetState() == eRebuildState::COMPLETED) {
GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0,
1, 1, eMovementPlatformState::Travelling);
GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, eMovementPlatformState::Travelling, true, 0,
1, 1);
self->AddCallbackTimer(movementDelay + effectDelay, [self, this]() {
self->SetNetworkVar<float_t>(u"startEffect", dieDelay);