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* Testing Scripts Testing splitting AgSpaceStuff into AgSpaceStuff and AgShipShake * fixed inclusions * Removed DoShake * cleaning up * consistent if statements * Update dScripts/ai/AG/AgShipShake.h Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com> --------- Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
27 lines
882 B
C++
27 lines
882 B
C++
#include "AgSpaceStuff.h"
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#include "EntityInfo.h"
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#include "GeneralUtils.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "RenderComponent.h"
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#include "Entity.h"
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void AgSpaceStuff::OnStartup(Entity* self) {
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self->AddTimer("FloaterScale", 5.0f);
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}
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void AgSpaceStuff::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "FloaterScale") {
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int scaleType = GeneralUtils::GenerateRandomNumber<int>(1, 5);
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RenderComponent::PlayAnimation(self, u"scale_0" + GeneralUtils::to_u16string(scaleType));
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self->AddTimer("FloaterPath", 0.4);
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} else if (timerName == "FloaterPath") {
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int pathType = GeneralUtils::GenerateRandomNumber<int>(1, 4);
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int randTime = GeneralUtils::GenerateRandomNumber<int>(20, 25);
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RenderComponent::PlayAnimation(self, u"path_0" + (GeneralUtils::to_u16string(pathType)));
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self->AddTimer("FloaterScale", randTime);
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}
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}
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