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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
51 lines
1.7 KiB
C++
51 lines
1.7 KiB
C++
#include "FallSpeedBehavior.h"
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#include "ControllablePhysicsComponent.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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void FallSpeedBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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// make sure required parameter has non-default value
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if (m_PercentSlowed == 0.0f) return;
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (!target) return;
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (!controllablePhysicsComponent) return;
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controllablePhysicsComponent->SetGravityScale(m_PercentSlowed);
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Game::entityManager->SerializeEntity(target);
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if (branch.duration > 0.0f) {
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context->RegisterTimerBehavior(this, branch);
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} else if (branch.start > 0) {
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context->RegisterEndBehavior(this, branch);
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}
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}
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void FallSpeedBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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Handle(context, bitStream, branch);
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}
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void FallSpeedBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
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End(context, branch, second);
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}
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void FallSpeedBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) {
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End(context, branch, LWOOBJID_EMPTY);
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}
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void FallSpeedBehavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (!target) return;
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (!controllablePhysicsComponent) return;
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controllablePhysicsComponent->SetGravityScale(1);
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Game::entityManager->SerializeEntity(target);
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}
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void FallSpeedBehavior::Load(){
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m_PercentSlowed = GetFloat("percent_slowed");
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}
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