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- //-----------------------------------------------------------------------------
- // 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/controlObjectComponent.h"
- //////////////////////////////////////////////////////////////////////////
- // Constructor/Destructor
- //////////////////////////////////////////////////////////////////////////
- ControlObjectComponent::ControlObjectComponent() : Component(),
- mOwnerConnection(nullptr),
- mOwnerConnectionId(0)
- {
- mFriendlyName = "Control Object";
- mComponentType = "Game";
- mDescription = getDescriptionText("Allows owner entity to be controlled by a client.");
- }
- ControlObjectComponent::~ControlObjectComponent()
- {
- }
- IMPLEMENT_CO_NETOBJECT_V1(ControlObjectComponent);
- bool ControlObjectComponent::onAdd()
- {
- if (!Parent::onAdd())
- return false;
- return true;
- }
- void ControlObjectComponent::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 ControlObjectComponent::onComponentAdd()
- {
- Parent::onComponentAdd();
- if (mOwnerConnection && mOwnerConnection->getControlObject() == nullptr)
- {
- mOwnerConnection->setControlObject(mOwner);
- mOwnerConnectionId = mOwnerConnection->getId();
- }
- }
- void ControlObjectComponent::onComponentRemove()
- {
- Parent::onComponentRemove();
- if (mOwnerConnection)
- {
- mOwnerConnection->setControlObject(nullptr);
- mOwnerConnectionId = 0;
- }
- }
- void ControlObjectComponent::initPersistFields()
- {
- Parent::initPersistFields();
- addField("clientOwner", TypeS32, Offset(mOwnerConnectionId, ControlObjectComponent), "Client connection ID");
- }
- void ControlObjectComponent::setConnectionControlObject(GameConnection* conn)
- {
- if (conn)
- {
- if (conn->getControlObject() == nullptr)
- {
- conn->setControlObject(mOwner);
- mOwnerConnectionId = conn->getId();
- }
- else
- {
- //Inform the old control object it's no longer in control?
- conn->setControlObject(mOwner);
- mOwnerConnectionId = conn->getId();
- }
- }
- }
- void ControlObjectComponent::onClientConnect(GameConnection* conn)
- {
- if (conn && conn->getControlObject() == nullptr)
- {
- conn->setControlObject(mOwner);
- mOwnerConnectionId = conn->getId();
- }
- }
- void ControlObjectComponent::onClientDisconnect(GameConnection* conn)
- {
- if (conn && conn->getControlObject() == mOwner)
- {
- conn->setControlObject(nullptr);
- mOwnerConnectionId = 0;
- }
- }
- DefineEngineMethod(ControlObjectComponent, onClientConnect, void, (GameConnection* conn), (nullAsType<GameConnection*>()),
- "Triggers a signal call to all components for a certain function.")
- {
- if (conn == nullptr)
- return;
- object->onClientConnect(conn);
- }
- DefineEngineMethod(ControlObjectComponent, onClientDisconnect, void, (GameConnection* conn), (nullAsType<GameConnection*>()),
- "Triggers a signal call to all components for a certain function.")
- {
- if (conn == nullptr)
- return;
- object->onClientDisconnect(conn);
- }
- DefineEngineMethod(ControlObjectComponent, setConnectionControlObject, void, (GameConnection* conn), (nullAsType<GameConnection*>()),
- "Triggers a signal call to all components for a certain function.")
- {
- if (conn == nullptr)
- return;
- object->setConnectionControlObject(conn);
- }
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