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8cdb388915
* Implement Precompiled Headers * First volume of optimizations * Scripts A-B Gonna be doing this in alphabetical order now. * C Scripts and remove unneeded includes from base cppscripts header Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts. * D scripts * F scripts * F scripts 2 Finish up removing extraneous includes from scripts that start with the letter F * G scripts Removing extraneous includes from scripts that start with the letter G * I scripts Removing extraneous includes from scripts that start with the letter I * M-Z scripts Removing extraneous includes from scripts that start with the letter M-Z * Revert "Implement Precompiled Headers" This reverts commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
47 lines
1.7 KiB
C++
47 lines
1.7 KiB
C++
#include "ScriptedPowerupSpawner.h"
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#include "RenderComponent.h"
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#include "EntityManager.h"
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void ScriptedPowerupSpawner::OnTemplateStartup(Entity *self) {
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self->SetVar<uint32_t>(u"currentCycle", 1);
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self->AddTimer("timeToSpawn", self->GetVar<float_t>(u"delayToFirstCycle"));
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}
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void ScriptedPowerupSpawner::OnTimerDone(Entity *self, std::string message) {
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if (message == "die") {
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self->Smash();
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} else if (message == "timeToSpawn") {
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const auto itemLOT = self->GetVar<LOT>(u"lootLOT");
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// Build drop table
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std::unordered_map<LOT, int32_t> drops;
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drops.emplace(itemLOT, 1);
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// Spawn the required number of powerups
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auto* owner = EntityManager::Instance()->GetEntity(self->GetSpawnerID());
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if (owner != nullptr) {
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auto* renderComponent = self->GetComponent<RenderComponent>();
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for (auto i = 0; i < self->GetVar<uint32_t>(u"numberOfPowerups"); i++) {
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if (renderComponent != nullptr) {
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renderComponent->PlayEffect(0, u"cast", "N_cast");
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}
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LootGenerator::Instance().DropLoot(owner, self, drops, 0, 0);
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}
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// Increment the current cycle
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if (self->GetVar<uint32_t>(u"currentCycle") < self->GetVar<uint32_t>(u"numCycles")) {
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self->AddTimer("timeToSpawn", self->GetVar<float_t>(u"secPerCycle"));
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self->SetVar<uint32_t>(u"currentCycle", self->GetVar<uint32_t>(u"currentCycle") + 1);
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}
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// Kill if this was the last cycle
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if (self->GetVar<uint32_t>(u"currentCycle") >= self->GetVar<uint32_t>(u"numCycles")) {
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self->AddTimer("die", self->GetVar<float_t>(u"deathDelay"));
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}
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}
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}
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}
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