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50 lines
1.3 KiB
C++
50 lines
1.3 KiB
C++
#ifndef BOUNCERCOMPONENT_H
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#define BOUNCERCOMPONENT_H
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#include "dCommonVars.h"
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#include "RakNetTypes.h"
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#include "Entity.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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/**
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* Attached to bouncer entities, allowing other entities to bounce off of it
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*/
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class BouncerComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;
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BouncerComponent(Entity* parentEntity);
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void Startup() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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/**
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* Sets whether or not this bouncer needs to be activated by a pet
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* @param value whether or not this bouncer needs to be activated by a pet
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*/
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void SetBounceOnCollision(bool value);
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/**
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* Sets whether or not this bouncer is currently being activated by a pet, allowing entities to bounce off of it,
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* also displays FX accordingly.
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* @param value whether or not this bouncer is activated by a pet
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*/
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void SetBouncerEnabled(bool value);
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/**
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* Finds the switch used to activate this bouncer if its pet-enabled and stores this components' state there
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*/
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void LookupPetSwitch();
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private:
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/**
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* Whether this bouncer is currently being activated by a pet
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*/
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bool m_BounceOnCollision;
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bool m_DirtyBounceInfo;
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};
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#endif // BOUNCERCOMPONENT_H
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