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5225c86d65
* Misc component cleanup * Update InventoryComponent.h * Update MissionComponent.h * Update PropertyManagementComponent.h * Update PropertyVendorComponent.h * Update SkillComponent.h maximum pedantry B) * SoundTriggerComponent.h braces gone * Rename SoundTriggerComponent.h braces gone to SoundTriggerComponent.h I was tired
107 lines
2.1 KiB
C++
107 lines
2.1 KiB
C++
#ifndef SWITCHCOMPONENT_H
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#define SWITCHCOMPONENT_H
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#include "RakNetTypes.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "QuickBuildComponent.h"
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#include "BouncerComponent.h"
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#include <algorithm>
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#include "Component.h"
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#include "eReplicaComponentType.h"
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/**
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* A component for switches in game, including pet triggered switches.
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*/
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class SwitchComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SWITCH;
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SwitchComponent(Entity* parent);
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~SwitchComponent() override;
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void Update(float deltaTime) override;
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Entity* GetParentEntity() const;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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/**
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* Sets whether the switch is on or off.
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* @param active whether the switch is on or off.
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*/
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void SetActive(bool active);
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/**
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* Returns whether the switch is on or off.
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*/
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bool GetActive() const;
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/**
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* Sets the attached pet bouncer
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* @param value the attached pet bouncer
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*/
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void SetPetBouncer(BouncerComponent* value);
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/**
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* Returns the attached pet bouncer
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*/
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BouncerComponent* GetPetBouncer() const;
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/**
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* Invoked when a entity enters the trigger area.
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*/
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void EntityEnter(Entity* entity);
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/**
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* Invoked when a entity leaves the trigger area.
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*/
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void EntityLeave(Entity* entity);
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/**
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* Returns the closest switch from a given position
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* @param position the position to check
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* @return the closest switch from a given position
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*/
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static SwitchComponent* GetClosestSwitch(NiPoint3 position);
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private:
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/**
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* A list of all pet switches.
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*/
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static std::vector<SwitchComponent*> petSwitches;
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/**
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* Attached rebuild component.
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*/
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QuickBuildComponent* m_QuickBuild;
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/**
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* If the switch is on or off.
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*/
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bool m_Active;
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/**
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* The amount of entities in the trigger area.
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*/
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int m_EntitiesOnSwitch = 0;
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/**
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* The switch reset time
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*/
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int m_ResetTime = INT_MAX;
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/**
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* Timer for resetting the switch
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*/
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float m_Timer = 0.0f;
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/**
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* Attached pet bouncer
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*/
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BouncerComponent* m_PetBouncer = nullptr;
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};
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#endif // SWITCHCOMPONENT_H
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