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- //-----------------------------------------------------------------------------
- // 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<VTorque::SceneObjectType*>( 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();
- }
- }
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