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ae349d6b15
* Components: Make ComponentType inline Prevents the next commits ODR violation * Components: Add new components * Entity: Add headers inline script component ComponentType * Components: Flip constructor argument order Entity comes first always * Entity: Add generic AddComponent Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity. * Entity: Migrate all component constructors Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified. The new function makes no assumptions. Component is assumed to not exist and is checked for with operator[]. This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist. No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead. * Entity: Add placement new For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator. * Entity: Add comments on likely new code * Tests: Fix tests * Update Entity.cpp * Update SGCannon.cpp * Entity: call destructor when re-constructing * Update Entity.cpp Update Entity.cpp --------- Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
72 lines
1.8 KiB
C++
72 lines
1.8 KiB
C++
#ifndef BOUNCERCOMPONENT_H
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#define BOUNCERCOMPONENT_H
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#include "dCommonVars.h"
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#include "RakNetTypes.h"
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#include "Entity.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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/**
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* Attached to bouncer entities, allowing other entities to bounce off of it
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*/
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class BouncerComponent : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;
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BouncerComponent(Entity* parentEntity);
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~BouncerComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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Entity* GetParentEntity() const;
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/**
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* Sets whether or not this bouncer needs to be activated by a pet
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* @param value whether or not this bouncer needs to be activated by a pet
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*/
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void SetPetEnabled(bool value);
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/**
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* Sets whether or not this bouncer is currently being activated by a pet, allowing entities to bounce off of it,
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* also displays FX accordingly.
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* @param value whether or not this bouncer is activated by a pet
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*/
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void SetPetBouncerEnabled(bool value);
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/**
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* Gets whether this bouncer should be enabled using pets
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* @return whether this bouncer should be enabled using pets
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*/
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bool GetPetEnabled() const;
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/**
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* Gets whether this bouncer is currently activated by a pet
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* @return whether this bouncer is currently activated by a pet
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*/
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bool GetPetBouncerEnabled() const;
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/**
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* Finds the switch used to activate this bouncer if its pet-enabled and stores this components' state there
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*/
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void LookupPetSwitch();
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private:
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/**
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* Whether this bouncer needs to be activated by a pet
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*/
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bool m_PetEnabled;
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/**
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* Whether this bouncer is currently being activated by a pet
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*/
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bool m_PetBouncerEnabled;
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/**
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* Whether the pet switch for this bouncer has been located
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*/
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bool m_PetSwitchLoaded;
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};
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#endif // BOUNCERCOMPONENT_H
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