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https://github.com/DarkflameUniverse/DarkflameServer
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
29 lines
866 B
C++
29 lines
866 B
C++
#pragma once
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#include "Component.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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#include <cstdint>
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#include <array>
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#include "dCommonVars.h"
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/**
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* Component that handles the LOT that is shown in the LUP exhibit in the LUP world. Works by setting a timer and
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* switching the LOTs around that we'd like to display.
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*/
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class LUPExhibitComponent final : public Component
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{
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::LUP_EXHIBIT;
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LUPExhibitComponent(Entity* parent) : Component(parent) {};
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void Update(float deltaTime) override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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void NextLUPExhibit();
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private:
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float m_UpdateTimer = 0.0f;
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std::array<LOT, 4> m_LUPExhibits = { 11121, 11295, 11423, 11979 };
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uint8_t m_LUPExhibitIndex = 0;
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bool m_DirtyLUPExhibit = true;
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};
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