//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "T3D/components/game/interactableComponent.h" ////////////////////////////////////////////////////////////////////////// // Constructor/Destructor ////////////////////////////////////////////////////////////////////////// InteractableComponent::InteractableComponent() : Component(), mInteractableWeight(1) { mFriendlyName = "Interactable"; mComponentType = "Game"; mDescription = getDescriptionText("Allows owner entity to be interacted with."); } InteractableComponent::~InteractableComponent() { } IMPLEMENT_CO_NETOBJECT_V1(InteractableComponent); bool InteractableComponent::onAdd() { if (!Parent::onAdd()) return false; return true; } void InteractableComponent::onRemove() { Parent::onRemove(); } //This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior void InteractableComponent::onComponentAdd() { Parent::onComponentAdd(); } void InteractableComponent::onComponentRemove() { Parent::onComponentRemove(); } void InteractableComponent::initPersistFields() { Parent::initPersistFields(); addField("interactableWeight", TypeF32, Offset(mInteractableWeight, InteractableComponent), "Controls importance values when using radius mode for interaction"); } void InteractableComponent::interact(InteractComponent* interactor) { if (interactor != nullptr) { mOwner->notifyComponents("onInteract", interactor->getIdString()); if(isMethod("onInteract")) Con::executef(this, "onInteract", interactor); } } void InteractableComponent::interact(InteractComponent* interactor, RayInfo rayInfo) { if (interactor != nullptr) { mOwner->notifyComponents("onInteract", interactor->getIdString()); if (isMethod("onInteract")) Con::executef(this, "onInteract", interactor); } }