#ifndef __TRIGGERCOMPONENT__H__ #define __TRIGGERCOMPONENT__H__ #include "Component.h" #include "LUTriggers.h" #include "eReplicaComponentType.h" class TriggerComponent : public Component { public: static const eReplicaComponentType ComponentType = eReplicaComponentType::TRIGGER; explicit TriggerComponent(Entity* parent, const std::string triggerInfo); void TriggerEvent(eTriggerEventType event, Entity* optionalTarget = nullptr); LUTriggers::Trigger* GetTrigger() const { return m_Trigger; } void SetTriggerEnabled(bool enabled){ m_Trigger->enabled = enabled; }; private: void HandleTriggerCommand(LUTriggers::Command* command, Entity* optionalTarget); std::vector GatherTargets(LUTriggers::Command* command, Entity* optionalTarget); // Trigger Event Handlers void HandleFireEvent(Entity* targetEntity, std::string args); void HandleDestroyObject(Entity* targetEntity, std::string args); void HandleToggleTrigger(Entity* targetEntity, std::string args); void HandleResetRebuild(Entity* targetEntity, std::string args); void HandleSetPath(Entity* targetEntity, std::vector argArray); void HandleMoveObject(Entity* targetEntity, std::vector argArray); void HandleRotateObject(Entity* targetEntity, std::vector argArray); void HandlePushObject(Entity* targetEntity, std::vector argArray); void HandleRepelObject(Entity* targetEntity, std::string args); void HandleSetTimer(Entity* targetEntity, std::vector argArray); void HandleCancelTimer(Entity* targetEntity, std::string args); void HandlePlayCinematic(Entity* targetEntity, std::vector argArray); void HandleToggleBBB(Entity* targetEntity, std::string args); void HandleUpdateMission(Entity* targetEntity, std::vector argArray); void HandleTurnAroundOnPath(Entity* targetEntity); void HandleGoForwardOnPath(Entity* targetEntity); void HandleGoBackwardOnPath(Entity* targetEntity); void HandleStopPathing(Entity* targetEntity); void HandleStartPathing(Entity* targetEntity); void HandlePlayEffect(Entity* targetEntity, std::vector argArray); void HandleCastSkill(Entity* targetEntity, std::string args); void HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector argArray); void HandleSetPhysicsVolumeStatus(Entity* targetEntity, std::string args); void HandleActivateSpawnerNetwork(std::string args); void HandleDeactivateSpawnerNetwork(std::string args); void HandleResetSpawnerNetwork(std::string args); void HandleDestroySpawnerNetworkObjects(std::string args); void HandleActivatePhysics(Entity* targetEntity, std::string args); LUTriggers::Trigger* m_Trigger; }; #endif //!__TRIGGERCOMPONENT__H__