DarkflameServer/dGame/dPropertyBehaviors/PropertyBehavior.h
2024-05-18 02:05:55 -07:00

57 lines
1.6 KiB
C++

#ifndef __PROPERTYBEHAVIOR__H__
#define __PROPERTYBEHAVIOR__H__
#include "State.h"
namespace tinyxml2 {
class XMLElement;
}
enum class BehaviorState : uint32_t;
class AMFArrayValue;
/**
* Represents the Entity of a Property Behavior and holds data associated with the behavior
*/
class PropertyBehavior {
public:
PropertyBehavior();
template <typename Msg>
void HandleMsg(Msg& msg);
// If the last edited state has no strips, this method will set the last edited state to the first state that has strips.
void VerifyLastEditedState();
void SendBehaviorListToClient(AMFArrayValue& args) const;
void SendBehaviorBlocksToClient(AMFArrayValue& args) const;
[[nodiscard]] int32_t GetBehaviorId() const noexcept { return m_BehaviorId; }
void SetBehaviorId(int32_t id) noexcept { m_BehaviorId = id; }
void Serialize(tinyxml2::XMLElement& behavior) const;
private:
// The states this behavior has.
std::map<BehaviorState, State> m_States;
// The name of this behavior.
std::string m_Name = "New Behavior";
// Whether this behavior is locked and cannot be edited.
bool isLocked = false;
// Whether this behavior is custom or pre-fab.
bool isLoot = false;
// The last state that was edited. This is used so when the client re-opens the behavior editor, it will open to the last edited state.
// If the last edited state has no strips, it will open to the first state that has strips.
BehaviorState m_LastEditedState;
// The behavior id for this behavior. This is expected to be fully unique, however an id of -1 means this behavior was just created
// and needs to be assigned an id.
int32_t m_BehaviorId = -1;
};
#endif //!__PROPERTYBEHAVIOR__H__