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https://github.com/DarkflameUniverse/DarkflameServer
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8cdb388915
* Implement Precompiled Headers * First volume of optimizations * Scripts A-B Gonna be doing this in alphabetical order now. * C Scripts and remove unneeded includes from base cppscripts header Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts. * D scripts * F scripts * F scripts 2 Finish up removing extraneous includes from scripts that start with the letter F * G scripts Removing extraneous includes from scripts that start with the letter G * I scripts Removing extraneous includes from scripts that start with the letter I * M-Z scripts Removing extraneous includes from scripts that start with the letter M-Z * Revert "Implement Precompiled Headers" This reverts commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
69 lines
1.5 KiB
C++
69 lines
1.5 KiB
C++
#include "FallingTile.h"
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#include "MovingPlatformComponent.h"
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#include "GameMessages.h"
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void FallingTile::OnStartup(Entity* self)
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{
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auto* movingPlatfromComponent = self->GetComponent<MovingPlatformComponent>();
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if (movingPlatfromComponent == nullptr)
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{
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return;
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}
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movingPlatfromComponent->SetSerialized(true);
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}
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void FallingTile::OnCollisionPhantom(Entity* self, Entity* target)
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{
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if (self->GetVar<bool>(u"AboutToFall"))
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{
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return;
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}
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self->AddTimer("flipTime", 0.75f);
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self->SetVar<bool>(u"AboutToFall", true);
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self->SetNetworkVar<float>(u"startEffect", 2);
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}
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void FallingTile::OnWaypointReached(Entity* self, uint32_t waypointIndex)
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{
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if (waypointIndex == 1)
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{
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}
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else if (waypointIndex == 0)
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{
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}
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}
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void FallingTile::OnTimerDone(Entity* self, std::string timerName)
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{
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auto* movingPlatfromComponent = self->GetComponent<MovingPlatformComponent>();
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if (movingPlatfromComponent == nullptr)
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{
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return;
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}
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if (timerName == "flipTime")
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{
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self->AddTimer("flipBack", 2.0f);
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self->SetNetworkVar<float>(u"stopEffect", 3);
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movingPlatfromComponent->GotoWaypoint(1);
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GameMessages::SendPlayFXEffect(self->GetObjectID(), -1, u"down", "down");
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}
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else if (timerName == "flipBack")
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{
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self->SetVar<bool>(u"AboutToFall", false);
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movingPlatfromComponent->GotoWaypoint(0);
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GameMessages::SendPlayFXEffect(self->GetObjectID(), -1, u"up", "up");
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}
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}
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