mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-31 10:00:59 +00:00
150 lines
4.5 KiB
C++
150 lines
4.5 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/components/game/controlObjectComponent.h"
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//////////////////////////////////////////////////////////////////////////
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// Constructor/Destructor
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//////////////////////////////////////////////////////////////////////////
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ControlObjectComponent::ControlObjectComponent() : Component(),
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mOwnerConnection(nullptr),
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mOwnerConnectionId(0)
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{
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mFriendlyName = "Control Object";
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mComponentType = "Game";
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mDescription = getDescriptionText("Allows owner entity to be controlled by a client.");
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}
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ControlObjectComponent::~ControlObjectComponent()
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{
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}
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IMPLEMENT_CO_NETOBJECT_V1(ControlObjectComponent);
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bool ControlObjectComponent::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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return true;
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}
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void ControlObjectComponent::onRemove()
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{
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Parent::onRemove();
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}
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//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
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void ControlObjectComponent::onComponentAdd()
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{
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Parent::onComponentAdd();
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if (mOwnerConnection && mOwnerConnection->getControlObject() == nullptr)
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{
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mOwnerConnection->setControlObject(mOwner);
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mOwnerConnectionId = mOwnerConnection->getId();
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}
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}
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void ControlObjectComponent::onComponentRemove()
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{
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Parent::onComponentRemove();
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if (mOwnerConnection)
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{
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mOwnerConnection->setControlObject(nullptr);
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mOwnerConnectionId = 0;
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}
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}
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void ControlObjectComponent::initPersistFields()
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{
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Parent::initPersistFields();
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addField("clientOwner", TypeS32, Offset(mOwnerConnectionId, ControlObjectComponent), "Client connection ID");
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}
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void ControlObjectComponent::setConnectionControlObject(GameConnection* conn)
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{
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if (conn)
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{
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if (conn->getControlObject() == nullptr)
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{
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conn->setControlObject(mOwner);
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mOwnerConnectionId = conn->getId();
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}
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else
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{
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//Inform the old control object it's no longer in control?
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conn->setControlObject(mOwner);
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mOwnerConnectionId = conn->getId();
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}
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}
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}
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void ControlObjectComponent::onClientConnect(GameConnection* conn)
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{
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if (conn && conn->getControlObject() == nullptr)
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{
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conn->setControlObject(mOwner);
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mOwnerConnectionId = conn->getId();
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}
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}
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void ControlObjectComponent::onClientDisconnect(GameConnection* conn)
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{
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if (conn && conn->getControlObject() == mOwner)
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{
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conn->setControlObject(nullptr);
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mOwnerConnectionId = 0;
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}
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}
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DefineEngineMethod(ControlObjectComponent, onClientConnect, void, (GameConnection* conn), (nullAsType<GameConnection*>()),
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"Triggers a signal call to all components for a certain function.")
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{
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if (conn == nullptr)
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return;
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object->onClientConnect(conn);
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}
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DefineEngineMethod(ControlObjectComponent, onClientDisconnect, void, (GameConnection* conn), (nullAsType<GameConnection*>()),
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"Triggers a signal call to all components for a certain function.")
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{
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if (conn == nullptr)
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return;
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object->onClientDisconnect(conn);
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}
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DefineEngineMethod(ControlObjectComponent, setConnectionControlObject, void, (GameConnection* conn), (nullAsType<GameConnection*>()),
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"Triggers a signal call to all components for a certain function.")
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{
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if (conn == nullptr)
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return;
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object->setConnectionControlObject(conn);
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}
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