101 lines
2.5 KiB
C++
101 lines
2.5 KiB
C++
|
/*
|
||
|
Moonfall Copyright (C) 2008 Alex Yatskov
|
||
|
|
||
|
This program is free software: you can redistribute it and/or modify
|
||
|
it under the terms of the GNU General Public License as published by
|
||
|
the Free Software Foundation, either version 3 of the License, or
|
||
|
(at your option) any later version.
|
||
|
|
||
|
This program is distributed in the hope that it will be useful,
|
||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||
|
*/
|
||
|
|
||
|
#include "Pch.h"
|
||
|
#include "ActorPropertyScript.h"
|
||
|
#include "ActorScript.h"
|
||
|
#include "Actor.h"
|
||
|
|
||
|
ActorPropertyScript::ActorPropertyScript(Actor* owner) :
|
||
|
ActorPropertyTyped<ACTOR_PROPERTY_TYPE_SCRIPT>(owner),
|
||
|
m_queuedCreate(false)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
ActorPropertyScript::~ActorPropertyScript()
|
||
|
{
|
||
|
SetScript(NULL);
|
||
|
}
|
||
|
|
||
|
void ActorPropertyScript::Update(float elapsed)
|
||
|
{
|
||
|
if (m_script && System::QueryWorldContext() != NULL)
|
||
|
{
|
||
|
if (m_queuedCreate)
|
||
|
{
|
||
|
m_script->OnActorCreate(GetOwner()->GetId());
|
||
|
m_queuedCreate = false;
|
||
|
}
|
||
|
|
||
|
m_script->OnActorUpdate(elapsed);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ActorPropertyScript::SetScript(const char* resource)
|
||
|
{
|
||
|
if (m_script)
|
||
|
{
|
||
|
m_script->OnActorDestroy();
|
||
|
}
|
||
|
|
||
|
if (resource == NULL || *resource == '\0')
|
||
|
{
|
||
|
m_script.reset();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_script = System::LoadActorScript(resource);
|
||
|
}
|
||
|
|
||
|
m_queuedCreate = m_script;
|
||
|
}
|
||
|
|
||
|
bool ActorPropertyScript::SendMessage(const char* message, const ParameterMap& parametersIn, ParameterMap* parametersOut)
|
||
|
{
|
||
|
return m_script->OnActorReceiveMessage(message, parametersIn, parametersOut);
|
||
|
}
|
||
|
|
||
|
void ActorPropertyScript::ResetScriptState()
|
||
|
{
|
||
|
if (m_script)
|
||
|
{
|
||
|
m_script->ResetState();
|
||
|
m_queuedCreate = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ActorPropertyScript::SetParameter(const char* name, const ScriptParameter& parameter)
|
||
|
{
|
||
|
if (m_script)
|
||
|
{
|
||
|
m_script->SetParameter(name, parameter);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool ActorPropertyScript::GetParameter(const char* name, ScriptParameter* parameter) const
|
||
|
{
|
||
|
return m_script ? m_script->GetParameter(name, parameter) : false;
|
||
|
}
|
||
|
|
||
|
void ActorPropertyScript::EnumerateParameters(std::vector<std::string>* names) const
|
||
|
{
|
||
|
if (m_script)
|
||
|
{
|
||
|
m_script->EnumerateParameters(names);
|
||
|
}
|
||
|
}
|