Torque3D/Engine/modules/Verve/Extension/Game/VSpawnSphereSpawnTargetTrack.cpp
2019-03-07 16:23:41 -06:00

155 lines
4.9 KiB
C++

//-----------------------------------------------------------------------------
// 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 )
{
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();
}
}