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2cc13c6499
* Make serialize actually virtual * fix serialize and make update virutal * Update VendorComponent.h * Remove flag var * Update SoundTriggerComponent.h --------- Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
72 lines
1.8 KiB
C++
72 lines
1.8 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 : public Component {
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public:
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static const eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;
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BouncerComponent(Entity* parentEntity);
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~BouncerComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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Entity* GetParentEntity() const;
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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 SetPetEnabled(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 SetPetBouncerEnabled(bool value);
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/**
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* Gets whether this bouncer should be enabled using pets
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* @return whether this bouncer should be enabled using pets
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*/
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bool GetPetEnabled() const;
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/**
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* Gets whether this bouncer is currently activated by a pet
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* @return whether this bouncer is currently activated by a pet
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*/
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bool GetPetBouncerEnabled() const;
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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 needs to be activated by a pet
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*/
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bool m_PetEnabled;
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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_PetBouncerEnabled;
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/**
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* Whether the pet switch for this bouncer has been located
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*/
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bool m_PetSwitchLoaded;
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};
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#endif // BOUNCERCOMPONENT_H
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