4b0bc220e4
Context-specific (like per-world) timescales can also be added later
80 lines
1.8 KiB
C++
80 lines
1.8 KiB
C++
#ifndef STAR_STAGEHAND_HPP
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#define STAR_STAGEHAND_HPP
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#include "StarEntity.hpp"
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#include "StarLuaComponents.hpp"
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#include "StarScriptedEntity.hpp"
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#include "StarBehaviorState.hpp"
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#include "StarNetElementSystem.hpp"
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#include "StarStagehandDatabase.hpp"
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#include "StarRoot.hpp"
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namespace Star {
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STAR_CLASS(Stagehand);
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class Stagehand : public virtual ScriptedEntity {
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public:
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Stagehand(Json const& config);
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Stagehand(ByteArray const& netStore);
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Json diskStore() const;
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ByteArray netStore();
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void init(World* world, EntityId entityId, EntityMode mode) override;
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void uninit() override;
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EntityType entityType() const override;
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void setPosition(Vec2F const& position);
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Vec2F position() const override;
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RectF metaBoundBox() const override;
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pair<ByteArray, uint64_t> writeNetState(uint64_t fromVersion = 0) override;
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void readNetState(ByteArray data, float interpolationTime = 0.0f) override;
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void update(float dt, uint64_t currentStep) override;
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bool shouldDestroy() const override;
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Maybe<LuaValue> callScript(String const& func, LuaVariadic<LuaValue> const& args) override;
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Maybe<LuaValue> evalScript(String const& code) override;
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String typeName() const;
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Maybe<Json> receiveMessage(ConnectionId sendingConnection, String const& message, JsonArray const& args) override;
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using Entity::setUniqueId;
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private:
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Stagehand();
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void readConfig(Json config);
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LuaCallbacks makeStagehandCallbacks();
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Json m_config;
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RectF m_boundBox;
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bool m_dead = false;
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NetElementTopGroup m_netGroup;
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NetElementFloat m_xPosition;
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NetElementFloat m_yPosition;
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NetElementData<Maybe<String>> m_uniqueIdNetState;
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bool m_scripted = false;
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List<BehaviorStatePtr> m_behaviors;
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LuaMessageHandlingComponent<LuaStorableComponent<LuaUpdatableComponent<LuaWorldComponent<LuaBaseComponent>>>>
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m_scriptComponent;
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};
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}
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#endif
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