#include "MovementSwitchBehavior.h" #include "BehaviorBranchContext.h" #include "Game.h" #include "dLogger.h" void MovementSwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) { if (this->m_groundAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_jumpAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_fallingAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_doubleJumpAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_airAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_jetpackAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) { return; } uint32_t movementType; bitStream->Read(movementType); switch (movementType) { case 1: this->m_groundAction->Handle(context, bitStream, branch); break; case 2: this->m_jumpAction->Handle(context, bitStream, branch); break; case 3: this->m_fallingAction->Handle(context, bitStream, branch); break; case 4: this->m_doubleJumpAction->Handle(context, bitStream, branch); break; case 5: this->m_airAction->Handle(context, bitStream, branch); break; case 6: this->m_jetpackAction->Handle(context, bitStream, branch); break; default: Game::logger->Log("MovementSwitchBehavior", "Invalid movement behavior type (%i)!", movementType); break; } } void MovementSwitchBehavior::Load() { this->m_airAction = GetAction("air_action"); this->m_doubleJumpAction = GetAction("double_jump_action"); this->m_fallingAction = GetAction("falling_action"); this->m_groundAction = GetAction("ground_action"); this->m_jetpackAction = GetAction("jetpack_action"); this->m_jumpAction = GetAction("jump_action"); }