movement_utils.h 953 B

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  1. #pragma once
  2. #include "game/core/component.h"
  3. #include "game/core/entity.h"
  4. namespace App::Utils {
  5. inline void reset_movement(Engine::Core::Entity *entity) {
  6. if (entity == nullptr) {
  7. return;
  8. }
  9. auto *movement = entity->get_component<Engine::Core::MovementComponent>();
  10. if (movement == nullptr) {
  11. return;
  12. }
  13. auto *transform = entity->get_component<Engine::Core::TransformComponent>();
  14. movement->has_target = false;
  15. movement->path.clear();
  16. movement->path_pending = false;
  17. movement->pending_request_id = 0;
  18. movement->repath_cooldown = 0.0F;
  19. if (transform != nullptr) {
  20. movement->target_x = transform->position.x;
  21. movement->target_y = transform->position.z;
  22. movement->goal_x = transform->position.x;
  23. movement->goal_y = transform->position.z;
  24. } else {
  25. movement->target_x = 0.0F;
  26. movement->target_y = 0.0F;
  27. movement->goal_x = 0.0F;
  28. movement->goal_y = 0.0F;
  29. }
  30. }
  31. } // namespace App::Utils