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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-10 02:08:20 +00:00
9708ea28dc
* Removed hardcoded laser logic * Address feedback
29 lines
1.1 KiB
C++
29 lines
1.1 KiB
C++
#include "AgLaserSensorServer.h"
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#include "PhantomPhysicsComponent.h"
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#include "SkillComponent.h"
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#include "ePhysicsEffectType.h"
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void AgLaserSensorServer::OnStartup(Entity* self) {
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self->SetBoolean(u"active", true);
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auto repelForce = self->GetVarAs<float>(u"repelForce");
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if (!repelForce) repelForce = m_RepelForce;
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auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) return;
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::REPULSE);
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phantomPhysicsComponent->SetDirectionalMultiplier(repelForce);
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phantomPhysicsComponent->SetDirection(NiPoint3::UNIT_Y);
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}
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void AgLaserSensorServer::OnCollisionPhantom(Entity* self, Entity* target) {
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auto active = self->GetVar<bool>(u"active");
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if (!active) return;
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auto skillCastID = self->GetVarAs<float>(u"skillCastID");
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if (skillCastID == 0) skillCastID = m_SkillCastID;
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (!skillComponent) return;
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skillComponent->CastSkill(m_SkillCastID, target->GetObjectID());
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}
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