//----------------------------------------------------------------------------- // Verve // Copyright (C) 2014 - Violent Tulip // // 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 "Verve/Extension/Game/VSpawnSphereSpawnTargetTrack.h" #include "Verve/Torque/TSpawnSphere.h" //----------------------------------------------------------------------------- IMPLEMENT_CONOBJECT( VSpawnSphereSpawnTargetTrack ); //----------------------------------------------------------------------------- VSpawnSphereSpawnTargetTrack::VSpawnSphereSpawnTargetTrack( void ) { mDespawnOnStop = false; mDespawnOnLoop = false; setLabel( "SpawnTargetTrack" ); } void VSpawnSphereSpawnTargetTrack::initPersistFields( void ) { // Parent Call. Parent::initPersistFields(); addField( "DespawnOnLoop", TypeBool, Offset( mDespawnOnLoop, VSpawnSphereSpawnTargetTrack ), "Despawn all targets when the Controller loops?" ); addField( "DespawnOnStop", TypeBool, Offset( mDespawnOnStop, VSpawnSphereSpawnTargetTrack ), "Despawn all targets when the Controller stops playing?" ); } //----------------------------------------------------------------------------- // // Controller Methods. // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // VSpawnSphereSpawnTargetTrack::onControllerEvent( pEvent ); // // For a full list of possible events, see the 'eControllerEventType' // declaration in VController.h. // //----------------------------------------------------------------------------- bool VSpawnSphereSpawnTargetTrack::onControllerEvent( VController::eControllerEventType pEvent ) { if ( !Parent::onControllerEvent( pEvent ) ) { // Skip. return false; } // Enabled? if ( !isEnabled() ) { // Continue Processing Events. return true; } switch ( pEvent ) { case VController::k_EventLoop : { if ( mDespawnOnLoop ) { despawnTargets(); } } break; case VController::k_EventStop : { if ( mDespawnOnStop ) { despawnTargets(); } } break; } return true; } //----------------------------------------------------------------------------- // // Spawn Methods. // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // VSpawnSphereSpawnTargetTrack::spawnTarget( pTime, pForward ); // // Spawn an Object. // //----------------------------------------------------------------------------- void VSpawnSphereSpawnTargetTrack::spawnTarget( void ) { VTorque::SpawnSphereType *object; if ( !getSceneObject( object ) ) { return; } // Spawn the Object. SimObject *spawnedObject = object->spawnObject(); // Scene Object? VTorque::SceneObjectType *sceneObject = dynamic_cast( spawnedObject ); if ( sceneObject ) { sceneObject->setPosition( object->getPosition() ); } // Valid? if ( spawnedObject ) { // Add Reference. mSpawnList.addObject( spawnedObject ); } } //----------------------------------------------------------------------------- // // VSpawnSphereSpawnTargetTrack::despawnTargets(); // // Despawn all of the objects spawned by this track. // //----------------------------------------------------------------------------- void VSpawnSphereSpawnTargetTrack::despawnTargets( void ) { while( mSpawnList.size() > 0 ) { // Fetch the Last Object SimObject *object = mSpawnList.last(); // Remove it. mSpawnList.popObject(); // Delete the Object. object->deleteObject(); } }