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54 lines
1.4 KiB
C++
54 lines
1.4 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#ifndef SCRIPTCOMPONENT_H
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#define SCRIPTCOMPONENT_H
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#include "CppScripts.h"
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#include "Component.h"
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#include <string>
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#include "eReplicaComponentType.h"
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class Entity;
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/**
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* Handles the loading and execution of server side scripts on entities, scripts were originally written in Lua,
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* here they're written in C++
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*/
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class ScriptComponent : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SCRIPT;
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ScriptComponent(Entity* parent, std::string scriptName);
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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/**
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* Returns the script that's attached to this entity
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* @return the script that's attached to this entity
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*/
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CppScripts::Script* GetScript();
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/**
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* Sets the script using a path by looking through dScripts for a script that matches
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* @param scriptName the name of the script to find
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*/
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void SetScript(const std::string& scriptName);
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// Get the script attached to the provided component id.
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// LDF key custom_script_server overrides component id script.
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static const std::string GetScriptName(Entity* parentEntity, const uint32_t componentId = 0);
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static const std::string GetZoneScriptName(const uint32_t componentId);
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private:
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/**
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* The script attached to this entity
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*/
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CppScripts::Script* m_Script;
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};
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#endif // SCRIPTCOMPONENT_H
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