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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
37 lines
1.4 KiB
C++
37 lines
1.4 KiB
C++
#include "ChangeOrientationBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "EntityManager.h"
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void ChangeOrientationBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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Entity* sourceEntity;
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if (this->m_orientCaster) sourceEntity = Game::entityManager->GetEntity(context->originator);
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else sourceEntity = Game::entityManager->GetEntity(branch.target);
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if (!sourceEntity) return;
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if (this->m_toTarget) {
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Entity* destinationEntity;
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if (this->m_orientCaster) destinationEntity = Game::entityManager->GetEntity(branch.target);
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else destinationEntity = Game::entityManager->GetEntity(context->originator);
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if (!destinationEntity) return;
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sourceEntity->SetRotation(
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NiQuaternion::LookAt(sourceEntity->GetPosition(), destinationEntity->GetPosition())
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);
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} else if (this->m_toAngle){
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auto baseAngle = NiPoint3(0, 0, this->m_angle);
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if (this->m_relative) baseAngle += sourceEntity->GetRotation().GetForwardVector();
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sourceEntity->SetRotation(NiQuaternion::FromEulerAngles(baseAngle));
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} else return;
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Game::entityManager->SerializeEntity(sourceEntity);
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return;
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}
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void ChangeOrientationBehavior::Load() {
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this->m_orientCaster = GetBoolean("orient_caster", true);
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this->m_toTarget = GetBoolean("to_target", false);
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this->m_toAngle = GetBoolean("to_angle", false);
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this->m_angle = GetFloat("angle", 0.0f);
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this->m_relative = GetBoolean("relative", false);
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}
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