#include "FallSpeedBehavior.h" #include "ControllablePhysicsComponent.h" #include "BehaviorContext.h" #include "BehaviorBranchContext.h" void FallSpeedBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { // make sure required parameter has non-default value if (m_PercentSlowed == 0.0f) return; auto* target = Game::entityManager->GetEntity(branch.target); if (!target) return; auto* controllablePhysicsComponent = target->GetComponent(); if (!controllablePhysicsComponent) return; controllablePhysicsComponent->SetGravityScale(m_PercentSlowed); Game::entityManager->SerializeEntity(target); if (branch.duration > 0.0f) { context->RegisterTimerBehavior(this, branch); } else if (branch.start > 0) { context->RegisterEndBehavior(this, branch); } } void FallSpeedBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { Handle(context, bitStream, branch); } void FallSpeedBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) { End(context, branch, second); } void FallSpeedBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) { End(context, branch, LWOOBJID_EMPTY); } void FallSpeedBehavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) { auto* target = Game::entityManager->GetEntity(branch.target); if (!target) return; auto* controllablePhysicsComponent = target->GetComponent(); if (!controllablePhysicsComponent) return; controllablePhysicsComponent->SetGravityScale(1); Game::entityManager->SerializeEntity(target); } void FallSpeedBehavior::Load(){ m_PercentSlowed = GetFloat("percent_slowed"); }