mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
b261e63233
* chore: Change entity and component logic to use bitstream references * merge
78 lines
1.9 KiB
C++
78 lines
1.9 KiB
C++
#pragma once
|
|
|
|
#include "BitStream.h"
|
|
#include "Entity.h"
|
|
#include "Component.h"
|
|
#include "eReplicaComponentType.h"
|
|
|
|
/**
|
|
* Component that belongs to an object that may be modularly built, like cars and rockets. Note that this is not the
|
|
* same as having said items in your inventory (the subkey for this component) this component is the one that
|
|
* renders the entity into the world.
|
|
*/
|
|
class ModuleAssemblyComponent final : public Component {
|
|
public:
|
|
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MODULE_ASSEMBLY;
|
|
|
|
ModuleAssemblyComponent(Entity* parent);
|
|
~ModuleAssemblyComponent() override;
|
|
|
|
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
|
|
void Update(float deltaTime) override;
|
|
|
|
/**
|
|
* Sets the subkey of this entity
|
|
* @param value the subkey to set
|
|
*/
|
|
void SetSubKey(LWOOBJID value);
|
|
|
|
/**
|
|
* Returns the subkey for this entity
|
|
* @return the subkey for this entity
|
|
*/
|
|
LWOOBJID GetSubKey() const;
|
|
|
|
|
|
/**
|
|
* Sets the optional parts value
|
|
* @param value the value to set
|
|
*/
|
|
void SetUseOptionalParts(bool value);
|
|
|
|
/**
|
|
* Returns the optional parts value
|
|
* @return the value to set
|
|
*/
|
|
bool GetUseOptionalParts() const;
|
|
|
|
/**
|
|
* Sets the assembly part lots (the subsections of this modular build)
|
|
* @param value the assembly part lots to set
|
|
*/
|
|
void SetAssemblyPartsLOTs(const std::u16string& value);
|
|
|
|
/**
|
|
* Returns the assembly part lots (the subsections of this modular build)
|
|
* @return
|
|
*/
|
|
const std::u16string& GetAssemblyPartsLOTs() const;
|
|
|
|
private:
|
|
|
|
/**
|
|
* The sub key is the entity that this entity is an instance of. E.g. the item in the inventory. If a car for
|
|
* example is to be rendered, this sub key refers to the car item that was used to build this entity.
|
|
*/
|
|
LWOOBJID m_SubKey;
|
|
|
|
/**
|
|
* Whether to use optional parts, currently unused
|
|
*/
|
|
bool m_UseOptionalParts;
|
|
|
|
/**
|
|
* The sub items that this entity is made of
|
|
*/
|
|
std::u16string m_AssemblyPartsLOTs;
|
|
};
|