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51 lines
1.4 KiB
C++
51 lines
1.4 KiB
C++
#ifndef MOVEMENTAICOMPONENT_H
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#include "MovementAIComponent.h"
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#endif
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#include "eWaypointCommandType.h"
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void MovementAIComponent::HandleWaypointArrived() {
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if (m_Path->pathWaypoints[m_CurrentPathWaypointIndex].commands.empty()) return;
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for(auto [command, data] : m_Path->pathWaypoints[m_CurrentPathWaypointIndex].commands){
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switch(command){
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case eWaypointCommandType::BOUNCE:
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break;
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case eWaypointCommandType::STOP:
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break;
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case eWaypointCommandType::GROUP_EMOTE:
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break;
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case eWaypointCommandType::SET_VARIABLE:
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break;
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case eWaypointCommandType::CAST_SKILL:
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break;
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case eWaypointCommandType::EQUIP_INVENTORY:
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break;
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case eWaypointCommandType::UNEQUIP_INVENTORY:
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break;
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case eWaypointCommandType::DELAY:
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break;
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case eWaypointCommandType::EMOTE:
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break;
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case eWaypointCommandType::TELEPORT:
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break;
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case eWaypointCommandType::PATH_SPEED:
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break;
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case eWaypointCommandType::REMOVE_NPC:
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break;
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case eWaypointCommandType::CHANGE_WAYPOINT:
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break;
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case eWaypointCommandType::DELETE_SELF:
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break;
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case eWaypointCommandType::KILL_SELF:
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break;
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case eWaypointCommandType::REMOVE_SELF:
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break;
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case eWaypointCommandType::SPAWN_OBJECT:
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break;
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case eWaypointCommandType::PLAY_SOUND:
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break;
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case eWaypointCommandType::INVALID:
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Game::logger->LogDebug("MovementAIComponentAronwk", "Got invalid waypoint command %i", command);
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}
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}
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}
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