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https://github.com/DarkflameUniverse/DarkflameServer.git
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b274ea1b8f
Includes documentation of how to create acts, prefabs and scenes.
73 lines
1.6 KiB
C++
73 lines
1.6 KiB
C++
#include "DukeDialogueGlowingBrick.h"
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#include "eMissionState.h"
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#include "Recorder.h"
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#include "MissionComponent.h"
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#include "InventoryComponent.h"
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void DukeDialogueGlowingBrick::OnStartup(Entity* self) {
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Game::logger->Log("DukeDialogueGlowingBrick", "OnStartup");
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}
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void DukeDialogueGlowingBrick::OnTimerDone(Entity* self, std::string timerName) {
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}
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void DukeDialogueGlowingBrick::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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if (missionID != 201453) {
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return;
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}
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if (missionState != eMissionState::AVAILABLE) {
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return;
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}
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auto* recorder = Cinema::Recording::Recorder::LoadFromFile("DukeGlowing.xml");
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if (recorder == nullptr) {
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return;
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}
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auto* actor = recorder->ActFor(self, target);
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if (actor == nullptr) {
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return;
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}
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const auto targetID = target->GetObjectID();
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const auto actorID = actor->GetObjectID();
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self->AddCallbackTimer(3.0f, [targetID] () {
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auto* target = Game::entityManager->GetEntity(targetID);
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if (target == nullptr) {
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return;
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}
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auto* missionComponent = target->GetComponent<MissionComponent>();
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if (missionComponent == nullptr) {
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return;
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}
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missionComponent->CompleteMission(201453);
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});
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self->AddCallbackTimer(recorder->GetDuration() + 10.0f, [recorder, self, actorID, targetID] () {
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auto* target = Game::entityManager->GetEntity(targetID);
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auto* actor = Game::entityManager->GetEntity(actorID);
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if (target == nullptr || actor == nullptr) {
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return;
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}
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recorder->StopActingFor(actor, self, targetID);
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delete recorder;
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});
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}
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void DukeDialogueGlowingBrick::OnRespondToMission(Entity* self, int missionID, Entity* player, int reward) {
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}
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