DarkflameServer/dScripts/FallingTile.cpp
David Markowitz 8cdb388915
Optimize scripts for faster compilation (#597)
* 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 commit d79d8d4991.

* Revert "Revert "Implement Precompiled Headers""

This reverts commit 0597faf308.

* Add back in PCH

Add back in PCH

* Fix CMake

Whitespace

Remove duplicate file glob

Remove newline
2022-07-04 23:00:10 -07:00

69 lines
1.5 KiB
C++

#include "FallingTile.h"
#include "MovingPlatformComponent.h"
#include "GameMessages.h"
void FallingTile::OnStartup(Entity* self)
{
auto* movingPlatfromComponent = self->GetComponent<MovingPlatformComponent>();
if (movingPlatfromComponent == nullptr)
{
return;
}
movingPlatfromComponent->SetSerialized(true);
}
void FallingTile::OnCollisionPhantom(Entity* self, Entity* target)
{
if (self->GetVar<bool>(u"AboutToFall"))
{
return;
}
self->AddTimer("flipTime", 0.75f);
self->SetVar<bool>(u"AboutToFall", true);
self->SetNetworkVar<float>(u"startEffect", 2);
}
void FallingTile::OnWaypointReached(Entity* self, uint32_t waypointIndex)
{
if (waypointIndex == 1)
{
}
else if (waypointIndex == 0)
{
}
}
void FallingTile::OnTimerDone(Entity* self, std::string timerName)
{
auto* movingPlatfromComponent = self->GetComponent<MovingPlatformComponent>();
if (movingPlatfromComponent == nullptr)
{
return;
}
if (timerName == "flipTime")
{
self->AddTimer("flipBack", 2.0f);
self->SetNetworkVar<float>(u"stopEffect", 3);
movingPlatfromComponent->GotoWaypoint(1);
GameMessages::SendPlayFXEffect(self->GetObjectID(), -1, u"down", "down");
}
else if (timerName == "flipBack")
{
self->SetVar<bool>(u"AboutToFall", false);
movingPlatfromComponent->GotoWaypoint(0);
GameMessages::SendPlayFXEffect(self->GetObjectID(), -1, u"up", "up");
}
}