mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
66 lines
1.5 KiB
C++
66 lines
1.5 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#ifndef SCRIPTCOMPONENT_H
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#define SCRIPTCOMPONENT_H
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#include "CppScripts.h"
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#include "Component.h"
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#include <string>
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#include "eReplicaComponentType.h"
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class Entity;
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/**
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* Handles the loading and execution of server side scripts on entities, scripts were originally written in Lua,
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* here they're written in C++
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*/
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class ScriptComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SCRIPT;
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ScriptComponent(Entity* parent, std::string scriptName, bool serialized, bool client = false);
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~ScriptComponent() override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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/**
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* Returns the script that's attached to this entity
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* @return the script that's attached to this entity
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*/
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CppScripts::Script* GetScript();
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/**
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* Sets whether the entity should be serialized, unused
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* @param var whether the entity should be serialized
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*/
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void SetSerialized(const bool var) { m_Serialized = var; }
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/**
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* Sets the script using a path by looking through dScripts for a script that matches
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* @param scriptName the name of the script to find
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*/
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void SetScript(const std::string& scriptName);
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private:
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/**
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* The script attached to this entity
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*/
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CppScripts::Script* m_Script;
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/**
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* Whether or not the comp should be serialized, unused
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*/
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bool m_Serialized;
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/**
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* Whether or not this script is a client script
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*/
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bool m_Client;
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};
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#endif // SCRIPTCOMPONENT_H
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