#ifndef MOVEMENTAICOMPONENT_H #include "MovementAIComponent.h" #endif #include "eWaypointCommandType.h" void MovementAIComponent::HandleWaypointArrived() { if (m_Path->pathWaypoints[m_CurrentPathWaypointIndex].commands.empty()) return; for(auto [command, data] : m_Path->pathWaypoints[m_CurrentPathWaypointIndex].commands){ switch(command){ case eWaypointCommandType::BOUNCE: break; case eWaypointCommandType::STOP: break; case eWaypointCommandType::GROUP_EMOTE: break; case eWaypointCommandType::SET_VARIABLE: break; case eWaypointCommandType::CAST_SKILL: break; case eWaypointCommandType::EQUIP_INVENTORY: break; case eWaypointCommandType::UNEQUIP_INVENTORY: break; case eWaypointCommandType::DELAY: break; case eWaypointCommandType::EMOTE: break; case eWaypointCommandType::TELEPORT: break; case eWaypointCommandType::PATH_SPEED: break; case eWaypointCommandType::REMOVE_NPC: break; case eWaypointCommandType::CHANGE_WAYPOINT: break; case eWaypointCommandType::DELETE_SELF: break; case eWaypointCommandType::KILL_SELF: break; case eWaypointCommandType::REMOVE_SELF: break; case eWaypointCommandType::SPAWN_OBJECT: break; case eWaypointCommandType::PLAY_SOUND: break; case eWaypointCommandType::INVALID: Game::logger->LogDebug("MovementAIComponentAronwk", "Got invalid waypoint command %i", command); } } }