mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-26 23:43:34 +00:00
604 lines
17 KiB
C++
604 lines
17 KiB
C++
#include "RebuildComponent.h"
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#include "Entity.h"
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#include "DestroyableComponent.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "Logger.h"
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#include "CharacterComponent.h"
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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#include "eTriggerEventType.h"
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#include "eQuickBuildFailReason.h"
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#include "eTerminateType.h"
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#include "eGameActivity.h"
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#include "dServer.h"
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#include "PacketUtils.h"
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#include "Spawner.h"
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#include "MovingPlatformComponent.h"
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#include "Preconditions.h"
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#include "Loot.h"
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#include "TeamManager.h"
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#include "RenderComponent.h"
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#include "CppScripts.h"
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RebuildComponent::RebuildComponent(Entity* entity) : Component(entity) {
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std::u16string checkPreconditions = entity->GetVar<std::u16string>(u"CheckPrecondition");
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if (!checkPreconditions.empty()) {
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m_Precondition = new PreconditionExpression(GeneralUtils::UTF16ToWTF8(checkPreconditions));
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}
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// Should a setting that has the build activator position exist, fetch that setting here and parse it for position.
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// It is assumed that the user who sets this setting uses the correct character delimiter (character 31 or in hex 0x1F)
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auto positionAsVector = GeneralUtils::SplitString(m_Parent->GetVarAsString(u"rebuild_activators"), 0x1F);
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if (positionAsVector.size() == 3 &&
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GeneralUtils::TryParse(positionAsVector[0], m_ActivatorPosition.x) &&
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GeneralUtils::TryParse(positionAsVector[1], m_ActivatorPosition.y) &&
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GeneralUtils::TryParse(positionAsVector[2], m_ActivatorPosition.z)) {
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} else {
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LOG("Failed to find activator position for lot %i. Defaulting to parents position.", m_Parent->GetLOT());
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m_ActivatorPosition = m_Parent->GetPosition();
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}
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SpawnActivator();
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}
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RebuildComponent::~RebuildComponent() {
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delete m_Precondition;
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Entity* builder = GetBuilder();
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if (builder) {
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CancelRebuild(builder, eQuickBuildFailReason::BUILD_ENDED, true);
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}
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DespawnActivator();
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}
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void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
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if (m_Parent->GetComponent(eReplicaComponentType::DESTROYABLE) == nullptr) {
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if (bIsInitialUpdate) {
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outBitStream->Write(false);
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}
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outBitStream->Write(false);
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outBitStream->Write(false);
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}
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// If build state is completed and we've already serialized once in the completed state,
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// don't serializing this component anymore as this will cause the build to jump again.
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// If state changes, serialization will begin again.
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if (!m_StateDirty && m_State == eRebuildState::COMPLETED) {
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outBitStream->Write0();
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outBitStream->Write0();
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return;
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}
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// BEGIN Scripted Activity
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outBitStream->Write1();
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Entity* builder = GetBuilder();
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if (builder) {
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outBitStream->Write((uint32_t)1);
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outBitStream->Write(builder->GetObjectID());
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for (int i = 0; i < 10; i++) {
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outBitStream->Write(0.0f);
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}
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} else {
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outBitStream->Write((uint32_t)0);
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}
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// END Scripted Activity
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outBitStream->Write1();
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outBitStream->Write(m_State);
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outBitStream->Write(m_ShowResetEffect);
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outBitStream->Write(m_Activator != nullptr);
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outBitStream->Write(m_Timer);
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outBitStream->Write(m_TimerIncomplete);
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if (bIsInitialUpdate) {
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outBitStream->Write(false);
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outBitStream->Write(m_ActivatorPosition);
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outBitStream->Write(m_RepositionPlayer);
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}
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m_StateDirty = false;
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}
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void RebuildComponent::Update(float deltaTime) {
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m_Activator = GetActivator();
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// Serialize the quickbuild every so often, fixes the odd bug where the quickbuild is not buildable
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/*if (m_SoftTimer > 0.0f) {
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m_SoftTimer -= deltaTime;
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}
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else {
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m_SoftTimer = 5.0f;
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Game::entityManager->SerializeEntity(m_Parent);
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}*/
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switch (m_State) {
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case eRebuildState::OPEN: {
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SpawnActivator();
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m_TimeBeforeDrain = 0;
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auto* spawner = m_Parent->GetSpawner();
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const bool isSmashGroup = spawner != nullptr ? spawner->GetIsSpawnSmashGroup() : false;
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if (isSmashGroup) {
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m_TimerIncomplete += deltaTime;
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// For reset times < 0 this has to be handled manually
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if (m_TimeBeforeSmash > 0) {
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if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
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m_ShowResetEffect = true;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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if (m_TimerIncomplete >= m_TimeBeforeSmash) {
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m_Builder = LWOOBJID_EMPTY;
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GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
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ResetRebuild(false);
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}
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}
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}
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break;
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}
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case eRebuildState::COMPLETED: {
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m_Timer += deltaTime;
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// For reset times < 0 this has to be handled manually
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if (m_ResetTime > 0) {
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if (m_Timer >= m_ResetTime - 4.0f) {
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if (!m_ShowResetEffect) {
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m_ShowResetEffect = true;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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}
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if (m_Timer >= m_ResetTime) {
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GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
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ResetRebuild(false);
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}
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}
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break;
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}
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case eRebuildState::BUILDING:
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{
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Entity* builder = GetBuilder();
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if (!builder) {
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ResetRebuild(false);
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return;
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}
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m_TimeBeforeDrain -= deltaTime;
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m_Timer += deltaTime;
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m_TimerIncomplete = 0;
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m_ShowResetEffect = false;
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if (m_TimeBeforeDrain <= 0.0f) {
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m_TimeBeforeDrain = m_CompleteTime / static_cast<float>(m_TakeImagination);
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DestroyableComponent* destComp = builder->GetComponent<DestroyableComponent>();
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if (!destComp) break;
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++m_DrainedImagination;
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const int32_t imaginationCostRemaining = m_TakeImagination - m_DrainedImagination;
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const int32_t newImagination = destComp->GetImagination() - 1;
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destComp->SetImagination(newImagination);
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Game::entityManager->SerializeEntity(builder);
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if (newImagination <= 0 && imaginationCostRemaining > 0) {
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CancelRebuild(builder, eQuickBuildFailReason::OUT_OF_IMAGINATION, true);
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break;
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}
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}
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if (m_Timer >= m_CompleteTime && m_DrainedImagination >= m_TakeImagination) {
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CompleteRebuild(builder);
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}
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break;
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}
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case eRebuildState::INCOMPLETE: {
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m_TimerIncomplete += deltaTime;
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// For reset times < 0 this has to be handled manually
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if (m_TimeBeforeSmash > 0) {
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if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
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m_ShowResetEffect = true;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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if (m_TimerIncomplete >= m_TimeBeforeSmash) {
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m_Builder = LWOOBJID_EMPTY;
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GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
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ResetRebuild(false);
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}
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}
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break;
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}
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case eRebuildState::RESETTING: break;
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}
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}
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void RebuildComponent::OnUse(Entity* originator) {
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if (GetBuilder() != nullptr || m_State == eRebuildState::COMPLETED) {
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return;
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}
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if (m_Precondition != nullptr && !m_Precondition->Check(originator)) {
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return;
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}
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StartRebuild(originator);
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}
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void RebuildComponent::SpawnActivator() {
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if (!m_SelfActivator || m_ActivatorPosition != NiPoint3::ZERO) {
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if (!m_Activator) {
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EntityInfo info;
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info.lot = 6604;
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info.spawnerID = m_Parent->GetObjectID();
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info.pos = m_ActivatorPosition == NiPoint3::ZERO ? m_Parent->GetPosition() : m_ActivatorPosition;
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m_Activator = Game::entityManager->CreateEntity(info, nullptr, m_Parent);
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if (m_Activator) {
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m_ActivatorId = m_Activator->GetObjectID();
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Game::entityManager->ConstructEntity(m_Activator);
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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}
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}
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void RebuildComponent::DespawnActivator() {
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if (m_Activator) {
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Game::entityManager->DestructEntity(m_Activator);
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m_Activator->ScheduleKillAfterUpdate();
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m_Activator = nullptr;
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m_ActivatorId = LWOOBJID_EMPTY;
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}
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}
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Entity* RebuildComponent::GetActivator() {
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return Game::entityManager->GetEntity(m_ActivatorId);
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}
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NiPoint3 RebuildComponent::GetActivatorPosition() {
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return m_ActivatorPosition;
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}
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float RebuildComponent::GetResetTime() {
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return m_ResetTime;
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}
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float RebuildComponent::GetCompleteTime() {
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return m_CompleteTime;
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}
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int RebuildComponent::GetTakeImagination() {
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return m_TakeImagination;
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}
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bool RebuildComponent::GetInterruptible() {
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return m_Interruptible;
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}
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bool RebuildComponent::GetSelfActivator() {
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return m_SelfActivator;
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}
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std::vector<int> RebuildComponent::GetCustomModules() {
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return m_CustomModules;
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}
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int RebuildComponent::GetActivityId() {
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return m_ActivityId;
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}
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int RebuildComponent::GetPostImaginationCost() {
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return m_PostImaginationCost;
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}
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float RebuildComponent::GetTimeBeforeSmash() {
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return m_TimeBeforeSmash;
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}
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eRebuildState RebuildComponent::GetState() {
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return m_State;
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}
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Entity* RebuildComponent::GetBuilder() const {
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auto* builder = Game::entityManager->GetEntity(m_Builder);
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return builder;
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}
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bool RebuildComponent::GetRepositionPlayer() const {
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return m_RepositionPlayer;
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}
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void RebuildComponent::SetActivatorPosition(NiPoint3 value) {
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m_ActivatorPosition = value;
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}
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void RebuildComponent::SetResetTime(float value) {
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m_ResetTime = value;
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}
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void RebuildComponent::SetCompleteTime(float value) {
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if (value < 0) {
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m_CompleteTime = 4.5f;
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} else {
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m_CompleteTime = value;
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}
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}
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void RebuildComponent::SetTakeImagination(int value) {
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m_TakeImagination = value;
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}
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void RebuildComponent::SetInterruptible(bool value) {
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m_Interruptible = value;
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}
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void RebuildComponent::SetSelfActivator(bool value) {
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m_SelfActivator = value;
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}
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void RebuildComponent::SetCustomModules(std::vector<int> value) {
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m_CustomModules = value;
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}
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void RebuildComponent::SetActivityId(int value) {
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m_ActivityId = value;
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}
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void RebuildComponent::SetPostImaginationCost(int value) {
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m_PostImaginationCost = value;
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}
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void RebuildComponent::SetTimeBeforeSmash(float value) {
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if (value < 0) {
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m_TimeBeforeSmash = 10.0f;
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} else {
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m_TimeBeforeSmash = value;
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}
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}
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void RebuildComponent::SetRepositionPlayer(bool value) {
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m_RepositionPlayer = value;
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}
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void RebuildComponent::StartRebuild(Entity* user) {
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if (m_State == eRebuildState::OPEN || m_State == eRebuildState::COMPLETED || m_State == eRebuildState::INCOMPLETE) {
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m_Builder = user->GetObjectID();
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auto* character = user->GetComponent<CharacterComponent>();
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character->SetCurrentActivity(eGameActivity::QUICKBUILDING);
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Game::entityManager->SerializeEntity(user);
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GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::BUILDING, user->GetObjectID());
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GameMessages::SendEnableRebuild(m_Parent, true, false, false, eQuickBuildFailReason::NOT_GIVEN, 0.0f, user->GetObjectID());
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m_State = eRebuildState::BUILDING;
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m_StateDirty = true;
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Game::entityManager->SerializeEntity(m_Parent);
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auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
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if (movingPlatform != nullptr) {
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movingPlatform->OnRebuildInitilized();
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}
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for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
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script->OnRebuildStart(m_Parent, user);
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}
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// Notify scripts and possible subscribers
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for (auto* script : CppScripts::GetEntityScripts(m_Parent))
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script->OnRebuildNotifyState(m_Parent, m_State);
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for (const auto& cb : m_RebuildStateCallbacks)
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cb(m_State);
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}
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}
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void RebuildComponent::CompleteRebuild(Entity* user) {
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if (user == nullptr) {
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return;
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}
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auto* characterComponent = user->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->SetCurrentActivity(eGameActivity::NONE);
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characterComponent->TrackRebuildComplete();
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} else {
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LOG("Some user tried to finish the rebuild but they didn't have a character somehow.");
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return;
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}
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Game::entityManager->SerializeEntity(user);
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GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::COMPLETED, user->GetObjectID());
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GameMessages::SendPlayFXEffect(m_Parent, 507, u"create", "BrickFadeUpVisCompleteEffect", LWOOBJID_EMPTY, 0.4f, 1.0f, true);
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GameMessages::SendEnableRebuild(m_Parent, false, false, true, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, user->GetObjectID());
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GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
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m_State = eRebuildState::COMPLETED;
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m_StateDirty = true;
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m_Timer = 0.0f;
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m_DrainedImagination = 0;
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Game::entityManager->SerializeEntity(m_Parent);
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// Removes extra item requirements, isn't live accurate.
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// In live, all items were removed at the start of the quickbuild, then returned if it was cancelled.
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// TODO: fix?
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if (m_Precondition != nullptr) {
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m_Precondition->Check(user, true);
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}
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DespawnActivator();
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// Set owner override so that entities smashed by this quickbuild will result in the builder getting rewards.
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m_Parent->SetOwnerOverride(user->GetObjectID());
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auto* builder = GetBuilder();
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if (builder) {
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auto* team = TeamManager::Instance()->GetTeam(builder->GetObjectID());
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if (team) {
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for (const auto memberId : team->members) { // progress missions for all team members
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auto* member = Game::entityManager->GetEntity(memberId);
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if (member) {
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auto* missionComponent = member->GetComponent<MissionComponent>();
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if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
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}
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}
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} else {
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auto* missionComponent = builder->GetComponent<MissionComponent>();
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if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
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}
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Loot::DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
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}
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// Notify scripts
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for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
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script->OnRebuildComplete(m_Parent, user);
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script->OnRebuildNotifyState(m_Parent, m_State);
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}
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// Notify subscribers
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for (const auto& callback : m_RebuildStateCallbacks)
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callback(m_State);
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for (const auto& callback : m_RebuildCompleteCallbacks)
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callback(user);
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m_Parent->TriggerEvent(eTriggerEventType::REBUILD_COMPLETE, user);
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auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
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if (movingPlatform != nullptr) {
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movingPlatform->OnCompleteRebuild();
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}
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// Set flag
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auto* character = user->GetCharacter();
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if (character != nullptr) {
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const auto flagNumber = m_Parent->GetVar<int32_t>(u"quickbuild_single_build_player_flag");
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if (flagNumber != 0) {
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character->SetPlayerFlag(flagNumber, true);
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}
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}
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RenderComponent::PlayAnimation(user, u"rebuild-celebrate", 1.09f);
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}
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void RebuildComponent::ResetRebuild(bool failed) {
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Entity* builder = GetBuilder();
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if (m_State == eRebuildState::BUILDING && builder) {
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GameMessages::SendEnableRebuild(m_Parent, false, false, failed, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, builder->GetObjectID());
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if (failed) {
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RenderComponent::PlayAnimation(builder, u"rebuild-fail");
|
|
}
|
|
}
|
|
|
|
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::RESETTING, LWOOBJID_EMPTY);
|
|
|
|
m_State = eRebuildState::RESETTING;
|
|
m_StateDirty = true;
|
|
m_Timer = 0.0f;
|
|
m_TimerIncomplete = 0.0f;
|
|
m_ShowResetEffect = false;
|
|
m_DrainedImagination = 0;
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
|
|
// Notify scripts and possible subscribers
|
|
for (auto* script : CppScripts::GetEntityScripts(m_Parent))
|
|
script->OnRebuildNotifyState(m_Parent, m_State);
|
|
for (const auto& cb : m_RebuildStateCallbacks)
|
|
cb(m_State);
|
|
|
|
m_Parent->ScheduleKillAfterUpdate();
|
|
|
|
if (m_Activator) {
|
|
m_Activator->ScheduleKillAfterUpdate();
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::CancelRebuild(Entity* entity, eQuickBuildFailReason failReason, bool skipChecks) {
|
|
if (m_State != eRebuildState::COMPLETED || skipChecks) {
|
|
|
|
m_Builder = LWOOBJID_EMPTY;
|
|
|
|
const auto entityID = entity != nullptr ? entity->GetObjectID() : LWOOBJID_EMPTY;
|
|
|
|
// Notify the client that a state has changed
|
|
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::INCOMPLETE, entityID);
|
|
GameMessages::SendEnableRebuild(m_Parent, false, true, false, failReason, m_Timer, entityID);
|
|
|
|
// Now terminate any interaction with the rebuild
|
|
GameMessages::SendTerminateInteraction(entityID, eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
|
GameMessages::SendTerminateInteraction(m_Parent->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
|
|
|
// Now update the component itself
|
|
m_State = eRebuildState::INCOMPLETE;
|
|
m_StateDirty = true;
|
|
|
|
// Notify scripts and possible subscribers
|
|
for (auto* script : CppScripts::GetEntityScripts(m_Parent))
|
|
script->OnRebuildNotifyState(m_Parent, m_State);
|
|
for (const auto& cb : m_RebuildStateCallbacks)
|
|
cb(m_State);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
if (entity == nullptr) {
|
|
return;
|
|
}
|
|
|
|
CharacterComponent* characterComponent = entity->GetComponent<CharacterComponent>();
|
|
if (characterComponent) {
|
|
characterComponent->SetCurrentActivity(eGameActivity::NONE);
|
|
Game::entityManager->SerializeEntity(entity);
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) {
|
|
m_RebuildCompleteCallbacks.push_back(callback);
|
|
}
|
|
|
|
void RebuildComponent::AddRebuildStateCallback(const std::function<void(eRebuildState state)>& callback) {
|
|
m_RebuildStateCallbacks.push_back(callback);
|
|
}
|