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https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
Simplify some stuff
Remove render component in startup
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parent
5b0f917485
commit
23677b4bd3
@ -7,22 +7,13 @@ void WhFans::OnStartup(Entity* self) {
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self->SetVar<bool>(u"on", false);
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self->SetVar<bool>(u"on", false);
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ToggleFX(self, false);
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ToggleFX(self, false);
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auto* renderComponent = static_cast<RenderComponent*>(self->GetComponent(COMPONENT_TYPE_RENDER));
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if (renderComponent == nullptr) {
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return;
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}
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renderComponent->PlayEffect(495, u"fanOn", "fanOn");
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}
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}
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void WhFans::ToggleFX(Entity* self, bool hit) {
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void WhFans::ToggleFX(Entity* self, bool hit) {
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std::string fanGroup = self->GetGroups()[0];
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std::string fanGroup = self->GetGroups()[0];
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std::vector<Entity*> fanVolumes = EntityManager::Instance()->GetEntitiesInGroup(fanGroup);
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std::vector<Entity*> fanVolumes = EntityManager::Instance()->GetEntitiesInGroup(fanGroup);
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auto* renderComponent = static_cast<RenderComponent*>(self->GetComponent(COMPONENT_TYPE_RENDER));
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auto renderComponent = self->GetComponent<RenderComponent>();
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if (renderComponent == nullptr) {
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if (renderComponent == nullptr) {
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return;
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return;
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}
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}
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@ -36,7 +27,7 @@ void WhFans::ToggleFX(Entity* self, bool hit) {
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self->SetVar<bool>(u"on", false);
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self->SetVar<bool>(u"on", false);
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for (Entity* volume : fanVolumes) {
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for (Entity* volume : fanVolumes) {
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PhantomPhysicsComponent* volumePhys = static_cast<PhantomPhysicsComponent*>(volume->GetComponent(COMPONENT_TYPE_PHANTOM_PHYSICS));
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auto phantomPhysicsComponent = volume->GetComponent<PhantomPhysicsComponent>();
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if (!volumePhys) continue;
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if (!volumePhys) continue;
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volumePhys->SetPhysicsEffectActive(false);
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volumePhys->SetPhysicsEffectActive(false);
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EntityManager::Instance()->SerializeEntity(volume);
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EntityManager::Instance()->SerializeEntity(volume);
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@ -48,7 +39,7 @@ void WhFans::ToggleFX(Entity* self, bool hit) {
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self->SetVar<bool>(u"on", true);
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self->SetVar<bool>(u"on", true);
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for (Entity* volume : fanVolumes) {
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for (Entity* volume : fanVolumes) {
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PhantomPhysicsComponent* volumePhys = static_cast<PhantomPhysicsComponent*>(volume->GetComponent(COMPONENT_TYPE_PHANTOM_PHYSICS));
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auto phantomPhysicsComponent = volume->GetComponent<PhantomPhysicsComponent>();
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if (!volumePhys) continue;
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if (!volumePhys) continue;
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volumePhys->SetPhysicsEffectActive(true);
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volumePhys->SetPhysicsEffectActive(true);
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EntityManager::Instance()->SerializeEntity(volume);
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EntityManager::Instance()->SerializeEntity(volume);
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