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- //
- // Copyright (c) 2008-2016 the Urho3D project.
- // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved
- //
- // 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.
- //
- #pragma once
- #include "Sample.h"
- namespace Atomic
- {
- class Node;
- class Scene;
- }
- class Character;
- class Touch;
- /// Moving character example.
- /// This sample demonstrates:
- /// - Controlling a humanoid character through physics
- /// - Driving animations using the AnimationController component
- /// - Manual control of a bone scene node
- /// - Implementing 1st and 3rd person cameras, using raycasts to avoid the 3rd person camera clipping into scenery
- /// - Defining attributes of a custom component so that it can be saved and loaded
- /// - Using touch inputs/gyroscope for iOS/Android (implemented through an external file)
- class CharacterDemo : public Sample
- {
- ATOMIC_OBJECT(CharacterDemo, Sample)
- public:
- /// Construct.
- CharacterDemo(Context* context);
- /// Destruct.
- ~CharacterDemo();
- /// Setup after engine initialization and before running the main loop.
- virtual void Start();
- protected:
- private:
- /// Create static scene content.
- void CreateScene();
- /// Create controllable character.
- void CreateCharacter();
- /// Construct an instruction text to the UI.
- void CreateInstructions();
- /// Subscribe to necessary events.
- void SubscribeToEvents();
- /// Handle application update. Set controls to character.
- void HandleUpdate(StringHash eventType, VariantMap& eventData);
- /// Handle application post-update. Update camera position after character has moved.
- void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
- /// Touch utility object.
- SharedPtr<Touch> touch_;
- /// The controllable character component.
- WeakPtr<Character> character_;
- /// First person camera flag.
- bool firstPerson_;
- };
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