#pragma once #include "BitStream.h" #include "Entity.h" #include "Component.h" #include "eReplicaComponentType.h" /** * Component that belongs to an object that may be modularly built, like cars and rockets. Note that this is not the * same as having said items in your inventory (the subkey for this component) this component is the one that * renders the entity into the world. */ class ModuleAssemblyComponent : public Component { public: inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MODULE_ASSEMBLY; ModuleAssemblyComponent(Entity* parent); ~ModuleAssemblyComponent() override; void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override; void Update(float deltaTime) override; /** * Sets the subkey of this entity * @param value the subkey to set */ void SetSubKey(LWOOBJID value); /** * Returns the subkey for this entity * @return the subkey for this entity */ LWOOBJID GetSubKey() const; /** * Sets the optional parts value * @param value the value to set */ void SetUseOptionalParts(bool value); /** * Returns the optional parts value * @return the value to set */ bool GetUseOptionalParts() const; /** * Sets the assembly part lots (the subsections of this modular build) * @param value the assembly part lots to set */ void SetAssemblyPartsLOTs(const std::u16string& value); /** * Returns the assembly part lots (the subsections of this modular build) * @return */ const std::u16string& GetAssemblyPartsLOTs() const; private: /** * The sub key is the entity that this entity is an instance of. E.g. the item in the inventory. If a car for * example is to be rendered, this sub key refers to the car item that was used to build this entity. */ LWOOBJID m_SubKey; /** * Whether to use optional parts, currently unused */ bool m_UseOptionalParts; /** * The sub items that this entity is made of */ std::u16string m_AssemblyPartsLOTs; };