mirror of
https://github.com/DarkflameUniverse/DarkflameServer
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
29 lines
1.2 KiB
C++
29 lines
1.2 KiB
C++
#include "SkillEventBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "EntityManager.h"
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#include "CppScripts.h"
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void SkillEventBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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auto* target = Game::entityManager->GetEntity(branch.target);
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auto* caster = Game::entityManager->GetEntity(context->originator);
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if (caster != nullptr && target != nullptr && this->m_effectHandle != nullptr && !this->m_effectHandle->empty()) {
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(target)) {
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script->OnSkillEventFired(target, caster, *this->m_effectHandle);
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}
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}
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}
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void
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SkillEventBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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auto* target = Game::entityManager->GetEntity(branch.target);
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auto* caster = Game::entityManager->GetEntity(context->originator);
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if (caster != nullptr && target != nullptr && this->m_effectHandle != nullptr && !this->m_effectHandle->empty()) {
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(target)) {
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script->OnSkillEventFired(target, caster, *this->m_effectHandle);
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}
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}
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}
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