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4bc4624bc9
* add movement ai skeleton Zone loading code is tested to load and read the correct values using logs. other ldf data is unaffected as I walked around crux and dragons/apes can still spawn and be killed. * format
57 lines
2.7 KiB
C++
57 lines
2.7 KiB
C++
#ifndef __TRIGGERCOMPONENT__H__
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#define __TRIGGERCOMPONENT__H__
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#include "Component.h"
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#include "LUTriggers.h"
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#include "eReplicaComponentType.h"
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class TriggerComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::TRIGGER;
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explicit TriggerComponent(Entity* parent, const std::string triggerInfo);
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void TriggerEvent(eTriggerEventType event, Entity* optionalTarget = nullptr);
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LUTriggers::Trigger* GetTrigger() const { return m_Trigger; }
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void SetTriggerEnabled(bool enabled){ m_Trigger->enabled = enabled; };
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private:
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void HandleTriggerCommand(LUTriggers::Command* command, Entity* optionalTarget);
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std::vector<Entity*> GatherTargets(LUTriggers::Command* command, Entity* optionalTarget);
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// Trigger Event Handlers
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void HandleFireEvent(Entity* targetEntity, std::string args);
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void HandleDestroyObject(Entity* targetEntity, std::string args);
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void HandleToggleTrigger(Entity* targetEntity, std::string args);
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void HandleResetRebuild(Entity* targetEntity, std::string args);
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void HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray);
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void HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleRepelObject(Entity* targetEntity, std::string args);
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void HandleSetTimer(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleCancelTimer(Entity* targetEntity, std::string args);
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void HandlePlayCinematic(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleToggleBBB(Entity* targetEntity, std::string args);
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void HandleUpdateMission(Entity* targetEntity, std::vector<std::string> argArray);
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void HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleCastSkill(Entity* targetEntity, std::string args);
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void HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleSetPhysicsVolumeStatus(Entity* targetEntity, std::string args);
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void HandleActivateSpawnerNetwork(std::string args);
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void HandleDeactivateSpawnerNetwork(std::string args);
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void HandleResetSpawnerNetwork(std::string args);
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void HandleDestroySpawnerNetworkObjects(std::string args);
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void HandleActivatePhysics(Entity* targetEntity, std::string args);
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void HandleTurnAroundOnPath(Entity* targetEntity);
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void HandleGoForwardOnPath(Entity* targetEntity);
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void HandleGoBackwardOnPath(Entity* targetEntity);
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void HandleStopPathing(Entity* targetEntity);
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void HandleStartPathing(Entity* targetEntity);
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void HandleSetPath(Entity* targetEntity, std::vector<std::string> argArray);
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LUTriggers::Trigger* m_Trigger;
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};
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#endif //!__TRIGGERCOMPONENT__H__
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