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75 lines
1.6 KiB
C++
75 lines
1.6 KiB
C++
#pragma once
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#include "tinyxml2.h"
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class Entity;
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namespace RakNet {
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class BitStream;
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}
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/**
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* Component base class, provides methods for game loop updates, usage events and loading and saving to XML.
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*/
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class Component {
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public:
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Component(Entity* owningEntity);
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virtual ~Component() {};
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/**
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* Gets the owner of this component
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* @return the owner of this component
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*/
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Entity* GetParentEntity() const { return m_ParentEntity; };
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/**
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* Event called when this component is being used, e.g. when some entity interacted with it
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* @param originator
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*/
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virtual void OnUse(Entity* originator) {};
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/**
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* Save data from this componennt to character XML
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* @param doc the document to write data to
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*/
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virtual void UpdateXml(tinyxml2::XMLDocument* doc) {};
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/**
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* Load base data for this component from character XML
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* @param doc the document to read data from
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*/
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virtual void LoadFromXml(tinyxml2::XMLDocument* doc) {};
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/**
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* Call after you have newed the component to initialize it
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*/
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virtual void Startup() {};
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/**
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* Updates the component in the game loop
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* @param deltaTime time passed since last update
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*/
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virtual void Update(float deltaTime) {};
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/**
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* Loads the data of this component from the luz/lvl configuration
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*/
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virtual void LoadConfigData() {};
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/**
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* Loads the data of this component from the cdclient database
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*/
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virtual void LoadTemplateData() {};
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/**
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* Serializes the component for delivery to the client(s)
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*/
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virtual void Serialize(RakNet::BitStream* bitStream, bool isConstruction = false) {};
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protected:
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/**
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* The entity that owns this component
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*/
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Entity* m_ParentEntity;
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};
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