mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-10 02:08:20 +00:00
4a39221dd0
Changed the activator position parsing to have TryParse so that we dont throw an exception trying to load the position. Should the loading of the activator position fail the game will default to the position of the entity. change delimiter value to hex Updated the character delimiter used for rebuild_activator settings to use hex Remove extra parsing of activator position in Entity.cpp we were parsing the activator position but when doing so where we were, this was after we had ended up spawning the activator since that is now in the constructor of the rebuild component. The extra parsing has been removed. Simplify dirty parent/child info Simplify the if condition for parent child info. This info only needs to be written should it be changed (dirty) or if the packet being sent is a construction, meaning that a requesting player needs all base data and needs to know what parents/children an entity has at that time. get rid of extra parenthesis Left over extra parenthesis were around these conditions on accident
592 lines
16 KiB
C++
592 lines
16 KiB
C++
#include "RebuildComponent.h"
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#include "Entity.h"
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#include "DestroyableComponent.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "CharacterComponent.h"
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#include "dServer.h"
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#include "PacketUtils.h"
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#include "Spawner.h"
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#include "MovingPlatformComponent.h"
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#include "Preconditions.h"
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#include "CppScripts.h"
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RebuildComponent::RebuildComponent(Entity* entity) : Component(entity) {
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std::u16string checkPreconditions = entity->GetVar<std::u16string>(u"CheckPrecondition");
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if (!checkPreconditions.empty())
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{
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m_Precondition = new PreconditionExpression(GeneralUtils::UTF16ToWTF8(checkPreconditions));
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}
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// Should a setting that has the build activator position exist, fetch that setting here and parse it for position.
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// It is assumed that the user who sets this setting uses the correct character delimiter (character 31 or in hex 0x1F)
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auto positionAsVector = GeneralUtils::SplitString(m_Parent->GetVarAsString(u"rebuild_activators"), 0x1F);
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if (positionAsVector.size() == 3 &&
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GeneralUtils::TryParse(positionAsVector[0], m_ActivatorPosition.x) &&
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GeneralUtils::TryParse(positionAsVector[1], m_ActivatorPosition.y) &&
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GeneralUtils::TryParse(positionAsVector[2], m_ActivatorPosition.z)) {
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} else {
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Game::logger->Log("RebuildComponent", "Failed to find activator position for lot %i. Defaulting to parents position.\n", m_Parent->GetLOT());
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m_ActivatorPosition = m_Parent->GetPosition();
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}
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SpawnActivator();
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}
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RebuildComponent::~RebuildComponent() {
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delete m_Precondition;
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Entity* builder = GetBuilder();
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if (builder) {
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CancelRebuild(builder, eFailReason::REASON_BUILD_ENDED, true);
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}
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DespawnActivator();
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}
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void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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if (m_Parent->GetComponent(COMPONENT_TYPE_DESTROYABLE) == nullptr) {
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if (bIsInitialUpdate) {
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outBitStream->Write(false);
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}
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outBitStream->Write(false);
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outBitStream->Write(false);
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}
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// If build state is completed and we've already serialized once in the completed state,
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// don't serializing this component anymore as this will cause the build to jump again.
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// If state changes, serialization will begin again.
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if (!m_StateDirty && m_State == REBUILD_COMPLETED) {
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outBitStream->Write0();
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outBitStream->Write0();
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return;
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}
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// BEGIN Scripted Activity
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outBitStream->Write1();
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Entity* builder = GetBuilder();
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if (builder) {
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outBitStream->Write((uint32_t)1);
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outBitStream->Write(builder->GetObjectID());
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for (int i = 0; i < 10; i++) {
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outBitStream->Write(0.0f);
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}
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}
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else {
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outBitStream->Write((uint32_t)0);
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}
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// END Scripted Activity
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outBitStream->Write1();
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outBitStream->Write<uint32_t>(m_State);
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outBitStream->Write(m_ShowResetEffect);
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outBitStream->Write(m_Activator != nullptr);
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outBitStream->Write(m_Timer);
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outBitStream->Write(m_TimerIncomplete);
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if (bIsInitialUpdate) {
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outBitStream->Write(false);
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outBitStream->Write(m_ActivatorPosition);
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outBitStream->Write(m_RepositionPlayer);
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}
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m_StateDirty = false;
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}
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void RebuildComponent::Update(float deltaTime) {
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m_Activator = GetActivator();
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// Serialize the quickbuild every so often, fixes the odd bug where the quickbuild is not buildable
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/*if (m_SoftTimer > 0.0f) {
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m_SoftTimer -= deltaTime;
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}
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else {
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m_SoftTimer = 5.0f;
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}*/
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switch (m_State) {
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case REBUILD_OPEN: {
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SpawnActivator();
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m_TimeBeforeDrain = 0;
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auto* spawner = m_Parent->GetSpawner();
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const bool isSmashGroup = spawner != nullptr ? spawner->GetIsSpawnSmashGroup() : false;
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if (isSmashGroup) {
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m_TimerIncomplete += deltaTime;
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// For reset times < 0 this has to be handled manually
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if (m_TimeBeforeSmash > 0) {
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if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
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m_ShowResetEffect = true;
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}
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if (m_TimerIncomplete >= m_TimeBeforeSmash) {
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m_Builder = LWOOBJID_EMPTY;
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GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
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ResetRebuild(false);
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}
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}
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}
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break;
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}
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case REBUILD_COMPLETED: {
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m_Timer += deltaTime;
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// For reset times < 0 this has to be handled manually
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if (m_ResetTime > 0) {
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if (m_Timer >= m_ResetTime - 4.0f) {
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if (!m_ShowResetEffect) {
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m_ShowResetEffect = true;
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}
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}
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if (m_Timer >= m_ResetTime) {
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GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
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ResetRebuild(false);
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}
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}
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break;
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}
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case REBUILD_BUILDING:
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{
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Entity* builder = GetBuilder();
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if (builder == nullptr)
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{
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ResetRebuild(false);
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return;
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}
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m_TimeBeforeDrain -= deltaTime;
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m_Timer += deltaTime;
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m_TimerIncomplete = 0;
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m_ShowResetEffect = false;
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if (m_TimeBeforeDrain <= 0.0f) {
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m_TimeBeforeDrain = m_CompleteTime / static_cast<float>(m_TakeImagination);
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DestroyableComponent* destComp = builder->GetComponent<DestroyableComponent>();
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if (!destComp) break;
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int newImagination = destComp->GetImagination() - 1;
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destComp->SetImagination(newImagination);
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EntityManager::Instance()->SerializeEntity(builder);
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++m_DrainedImagination;
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if (newImagination == 0 && m_DrainedImagination < m_TakeImagination) {
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CancelRebuild(builder, eFailReason::REASON_OUT_OF_IMAGINATION, true);
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break;
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}
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}
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if (m_Timer >= m_CompleteTime && m_DrainedImagination >= m_TakeImagination) {
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CompleteRebuild(builder);
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}
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break;
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}
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case REBUILD_INCOMPLETE: {
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m_TimerIncomplete += deltaTime;
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// For reset times < 0 this has to be handled manually
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if (m_TimeBeforeSmash > 0) {
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if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
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m_ShowResetEffect = true;
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}
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if (m_TimerIncomplete >= m_TimeBeforeSmash) {
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m_Builder = LWOOBJID_EMPTY;
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GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
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ResetRebuild(false);
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}
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}
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break;
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}
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}
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}
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void RebuildComponent::OnUse(Entity* originator) {
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if (GetBuilder() != nullptr || m_State == REBUILD_COMPLETED) {
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return;
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}
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if (m_Precondition != nullptr && !m_Precondition->Check(originator)) {
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return;
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}
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StartRebuild(originator);
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}
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void RebuildComponent::SpawnActivator() {
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if (!m_SelfActivator || m_ActivatorPosition != NiPoint3::ZERO) {
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if (!m_Activator) {
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EntityInfo info;
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info.lot = 6604;
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info.spawnerID = m_Parent->GetObjectID();
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info.pos = m_ActivatorPosition == NiPoint3::ZERO ? m_Parent->GetPosition() : m_ActivatorPosition;
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m_Activator = EntityManager::Instance()->CreateEntity(info, nullptr, m_Parent);
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if (m_Activator) {
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m_ActivatorId = m_Activator->GetObjectID();
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EntityManager::Instance()->ConstructEntity(m_Activator);
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}
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}
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}
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}
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void RebuildComponent::DespawnActivator() {
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if (m_Activator) {
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EntityManager::Instance()->DestructEntity(m_Activator);
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m_Activator->ScheduleKillAfterUpdate();
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m_Activator = nullptr;
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m_ActivatorId = LWOOBJID_EMPTY;
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}
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}
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Entity* RebuildComponent::GetActivator()
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{
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return EntityManager::Instance()->GetEntity(m_ActivatorId);
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}
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NiPoint3 RebuildComponent::GetActivatorPosition() {
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return m_ActivatorPosition;
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}
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float RebuildComponent::GetResetTime() {
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return m_ResetTime;
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}
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float RebuildComponent::GetCompleteTime() {
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return m_CompleteTime;
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}
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int RebuildComponent::GetTakeImagination() {
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return m_TakeImagination;
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}
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bool RebuildComponent::GetInterruptible() {
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return m_Interruptible;
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}
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bool RebuildComponent::GetSelfActivator() {
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return m_SelfActivator;
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}
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std::vector<int> RebuildComponent::GetCustomModules() {
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return m_CustomModules;
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}
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int RebuildComponent::GetActivityId() {
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return m_ActivityId;
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}
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int RebuildComponent::GetPostImaginationCost() {
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return m_PostImaginationCost;
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}
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float RebuildComponent::GetTimeBeforeSmash() {
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return m_TimeBeforeSmash;
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}
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eRebuildState RebuildComponent::GetState() {
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return m_State;
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}
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Entity* RebuildComponent::GetBuilder() const {
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auto* builder = EntityManager::Instance()->GetEntity(m_Builder);
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return builder;
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}
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bool RebuildComponent::GetRepositionPlayer() const {
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return m_RepositionPlayer;
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}
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void RebuildComponent::SetActivatorPosition(NiPoint3 value) {
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m_ActivatorPosition = value;
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}
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void RebuildComponent::SetResetTime(float value) {
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m_ResetTime = value;
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}
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void RebuildComponent::SetCompleteTime(float value) {
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if (value < 0) {
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m_CompleteTime = 4.5f;
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}
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else {
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m_CompleteTime = value;
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}
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}
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void RebuildComponent::SetTakeImagination(int value) {
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m_TakeImagination = value;
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}
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void RebuildComponent::SetInterruptible(bool value) {
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m_Interruptible = value;
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}
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void RebuildComponent::SetSelfActivator(bool value) {
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m_SelfActivator = value;
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}
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void RebuildComponent::SetCustomModules(std::vector<int> value) {
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m_CustomModules = value;
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}
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void RebuildComponent::SetActivityId(int value) {
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m_ActivityId = value;
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}
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void RebuildComponent::SetPostImaginationCost(int value) {
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m_PostImaginationCost = value;
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}
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void RebuildComponent::SetTimeBeforeSmash(float value) {
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if (value < 0) {
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m_TimeBeforeSmash = 10.0f;
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}
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else {
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m_TimeBeforeSmash = value;
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}
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}
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void RebuildComponent::SetRepositionPlayer(bool value) {
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m_RepositionPlayer = value;
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}
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void RebuildComponent::StartRebuild(Entity* user) {
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if (m_State == eRebuildState::REBUILD_OPEN || m_State == eRebuildState::REBUILD_COMPLETED || m_State == eRebuildState::REBUILD_INCOMPLETE) {
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m_Builder = user->GetObjectID();
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auto* character = user->GetComponent<CharacterComponent>();
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character->SetCurrentActivity(eGameActivities::ACTIVITY_QUICKBUILDING);
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EntityManager::Instance()->SerializeEntity(user);
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GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_BUILDING, user->GetObjectID());
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GameMessages::SendEnableRebuild(m_Parent, true, false, false, eFailReason::REASON_NOT_GIVEN, 0.0f, user->GetObjectID());
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m_State = eRebuildState::REBUILD_BUILDING;
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m_StateDirty = true;
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EntityManager::Instance()->SerializeEntity(m_Parent);
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auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
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if (movingPlatform != nullptr) {
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movingPlatform->OnRebuildInitilized();
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}
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for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
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script->OnRebuildStart(m_Parent, user);
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}
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// Notify scripts and possible subscribers
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for (auto* script : CppScripts::GetEntityScripts(m_Parent))
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script->OnRebuildNotifyState(m_Parent, m_State);
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for (const auto& cb : m_RebuildStateCallbacks)
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cb(m_State);
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}
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}
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void RebuildComponent::CompleteRebuild(Entity* user) {
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if (user == nullptr) {
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return;
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}
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auto* characterComponent = user->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->SetCurrentActivity(eGameActivities::ACTIVITY_NONE);
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characterComponent->TrackRebuildComplete();
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} else {
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Game::logger->Log("RebuildComponent", "Some user tried to finish the rebuild but they didn't have a character somehow.\n");
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return;
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}
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EntityManager::Instance()->SerializeEntity(user);
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GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_COMPLETED, user->GetObjectID());
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GameMessages::SendPlayFXEffect(m_Parent, 507, u"create", "BrickFadeUpVisCompleteEffect", LWOOBJID_EMPTY, 0.4f, 1.0f, true);
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GameMessages::SendEnableRebuild(m_Parent, false, false, true, eFailReason::REASON_NOT_GIVEN, m_ResetTime, user->GetObjectID());
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GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
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m_State = eRebuildState::REBUILD_COMPLETED;
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m_StateDirty = true;
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m_Timer = 0.0f;
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m_DrainedImagination = 0;
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EntityManager::Instance()->SerializeEntity(m_Parent);
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// Removes extra item requirements, isn't live accurate.
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// In live, all items were removed at the start of the quickbuild, then returned if it was cancelled.
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// TODO: fix?
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if (m_Precondition != nullptr) {
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m_Precondition->Check(user, true);
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}
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DespawnActivator();
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// Set owner override so that entities smashed by this quickbuild will result in the builder getting rewards.
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m_Parent->SetOwnerOverride(user->GetObjectID());
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auto* builder = GetBuilder();
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if (builder != nullptr) {
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auto* missionComponent = builder->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_ACTIVITY, m_ActivityId);
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}
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LootGenerator::Instance().DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
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}
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// Notify scripts
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for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
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script->OnRebuildComplete(m_Parent, user);
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script->OnRebuildNotifyState(m_Parent, m_State);
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}
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// Notify subscribers
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for (const auto& callback : m_RebuildStateCallbacks)
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callback(m_State);
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for (const auto& callback : m_RebuildCompleteCallbacks)
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callback(user);
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auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
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if (movingPlatform != nullptr) {
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movingPlatform->OnCompleteRebuild();
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}
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// Set flag
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auto* character = user->GetCharacter();
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if (character != nullptr) {
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const auto flagNumber = m_Parent->GetVar<int32_t>(u"quickbuild_single_build_player_flag");
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if (flagNumber != 0) {
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character->SetPlayerFlag(flagNumber, true);
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}
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}
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GameMessages::SendPlayAnimation(user, u"rebuild-celebrate", 1.09f);
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}
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void RebuildComponent::ResetRebuild(bool failed) {
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Entity* builder = GetBuilder();
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if (m_State == eRebuildState::REBUILD_BUILDING && builder) {
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GameMessages::SendEnableRebuild(m_Parent, false, false, failed, eFailReason::REASON_NOT_GIVEN, m_ResetTime, builder->GetObjectID());
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if (failed) {
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GameMessages::SendPlayAnimation(builder, u"rebuild-fail");
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}
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}
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GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_RESETTING, LWOOBJID_EMPTY);
|
|
|
|
m_State = eRebuildState::REBUILD_RESETTING;
|
|
m_StateDirty = true;
|
|
m_Timer = 0.0f;
|
|
m_TimerIncomplete = 0.0f;
|
|
m_ShowResetEffect = false;
|
|
m_DrainedImagination = 0;
|
|
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
|
|
// Notify scripts and possible subscribers
|
|
for (auto* script : CppScripts::GetEntityScripts(m_Parent))
|
|
script->OnRebuildNotifyState(m_Parent, m_State);
|
|
for (const auto& cb : m_RebuildStateCallbacks)
|
|
cb(m_State);
|
|
|
|
m_Parent->ScheduleKillAfterUpdate();
|
|
|
|
if (m_Activator)
|
|
{
|
|
m_Activator->ScheduleKillAfterUpdate();
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::CancelRebuild(Entity* entity, eFailReason failReason, bool skipChecks) {
|
|
if (m_State != eRebuildState::REBUILD_COMPLETED || skipChecks) {
|
|
|
|
m_Builder = LWOOBJID_EMPTY;
|
|
|
|
const auto entityID = entity != nullptr ? entity->GetObjectID() : LWOOBJID_EMPTY;
|
|
|
|
// Notify the client that a state has changed
|
|
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_INCOMPLETE, entityID);
|
|
GameMessages::SendEnableRebuild(m_Parent, false, true, false, failReason, m_Timer, entityID);
|
|
|
|
// Now terminate any interaction with the rebuild
|
|
GameMessages::SendTerminateInteraction(entityID, eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
|
GameMessages::SendTerminateInteraction(m_Parent->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
|
|
|
// Now update the component itself
|
|
m_State = eRebuildState::REBUILD_INCOMPLETE;
|
|
m_StateDirty = true;
|
|
|
|
// Notify scripts and possible subscribers
|
|
for (auto* script : CppScripts::GetEntityScripts(m_Parent))
|
|
script->OnRebuildNotifyState(m_Parent, m_State);
|
|
for (const auto& cb : m_RebuildStateCallbacks)
|
|
cb(m_State);
|
|
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
if (entity == nullptr) {
|
|
return;
|
|
}
|
|
|
|
CharacterComponent* characterComponent = entity->GetComponent<CharacterComponent>();
|
|
if (characterComponent) {
|
|
characterComponent->SetCurrentActivity(eGameActivities::ACTIVITY_NONE);
|
|
EntityManager::Instance()->SerializeEntity(entity);
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) {
|
|
m_RebuildCompleteCallbacks.push_back(callback);
|
|
}
|
|
|
|
void RebuildComponent::AddRebuildStateCallback(const std::function<void(eRebuildState state)>& callback) {
|
|
m_RebuildStateCallbacks.push_back(callback);
|
|
}
|