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https://github.com/DarkflameUniverse/DarkflameServer
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77 lines
1.9 KiB
C++
77 lines
1.9 KiB
C++
#pragma once
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#include "BitStream.h"
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#include "Entity.h"
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#include "Component.h"
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/**
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* Component that belongs to an object that may be modularly built, like cars and rockets. Note that this is not the
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* same as having said items in your inventory (the subkey for this component) this component is the one that
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* renders the entity into the world.
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*/
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class ModuleAssemblyComponent : public Component {
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public:
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static const uint32_t ComponentType = COMPONENT_TYPE_MODULE_ASSEMBLY;
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ModuleAssemblyComponent(Entity* MSG_CHAT_INTERNAL_PLAYER_REMOVED_NOTIFICATION);
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~ModuleAssemblyComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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void Update(float deltaTime) override;
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/**
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* Sets the subkey of this entity
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* @param value the subkey to set
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*/
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void SetSubKey(LWOOBJID value);
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/**
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* Returns the subkey for this entity
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* @return the subkey for this entity
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*/
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LWOOBJID GetSubKey() const;
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/**
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* Sets the optional parts value
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* @param value the value to set
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*/
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void SetUseOptionalParts(bool value);
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/**
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* Returns the optional parts value
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* @return the value to set
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*/
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bool GetUseOptionalParts() const;
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/**
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* Sets the assembly part lots (the subsections of this modular build)
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* @param value the assembly part lots to set
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*/
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void SetAssemblyPartsLOTs(const std::u16string& value);
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/**
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* Returns the assembly part lots (the subsections of this modular build)
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* @return
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*/
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const std::u16string& GetAssemblyPartsLOTs() const;
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private:
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/**
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* The sub key is the entity that this entity is an instance of. E.g. the item in the inventory. If a car for
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* example is to be rendered, this sub key refers to the car item that was used to build this entity.
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*/
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LWOOBJID m_SubKey;
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/**
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* Whether to use optional parts, currently unused
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*/
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bool m_UseOptionalParts;
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/**
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* The sub items that this entity is made of
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*/
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std::u16string m_AssemblyPartsLOTs;
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};
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