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Make ControlBehavior messages far more modular (#991)
* Make case consistent * How modular can you go? Holy modular * Add comments * Initialize values
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@@ -1,20 +1,8 @@
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#include "UpdateStripUiMessage.h"
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UpdateStripUiMessage::UpdateStripUiMessage(AMFArrayValue* arguments) {
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auto* uiArray = arguments->FindValue<AMFArrayValue>("ui");
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if (!uiArray) return;
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UpdateStripUiMessage::UpdateStripUiMessage(AMFArrayValue* arguments) : BehaviorMessageBase(arguments) {
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position = StripUiPosition(arguments);
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actionContext = ActionContext(arguments);
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auto* xPositionValue = uiArray->FindValue<AMFDoubleValue>("x");
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auto* yPositionValue = uiArray->FindValue<AMFDoubleValue>("y");
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if (!xPositionValue || !yPositionValue) return;
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yPosition = yPositionValue->GetDoubleValue();
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xPosition = xPositionValue->GetDoubleValue();
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stripID = GetStripIDFromArgument(arguments);
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stateID = GetBehaviorStateFromArgument(arguments);
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behaviorID = GetBehaviorIDFromArgument(arguments);
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Game::logger->LogDebug("UpdateStripUIMessage", "x %f y %f stpId %i sttId %i bhId %i", xPosition, yPosition, stripID, stateID, behaviorID);
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Game::logger->LogDebug("UpdateStripUIMessage", "xPosition %f yPosition %f stripId %i stateId %i behaviorId %i", position.GetX(), position.GetY(), actionContext.GetStripId(), actionContext.GetStateId(), behaviorId);
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}
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