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source: code/branches/presentation2/src/orxonox/worldentities/EffectContainer.h @ 6518

Last change on this file since 6518 was 6187, checked in by rgrieder, 15 years ago

Added better engine effects: you can still add any WorldEntity to the MultiStateEngine, but you have to enclose it in an EffectContainer that has one XMLParameter called "condition". There you can write conditions containing the following words: and, or, not, idle, normal, boost, brake. The last four words are mutually exclusive states.
For an example see spaceship_assff.oxt

  • Property svn:eol-style set to native
File size: 2.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _EffectContainer_H__
30#define _EffectContainer_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include <vector>
35#include "core/BaseObject.h"
36
37namespace orxonox
38{
39    class _OrxonoxExport EffectContainer : public BaseObject
40    {
41        public:
42            EffectContainer(BaseObject* creator);
43            virtual ~EffectContainer();
44
45            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
46
47            void setLuaState(LuaState* state, const std::string& functionName);
48
49            void setCondition(const std::string& condition);
50            inline const std::string& getCondition() const
51                { return this->condition_; }
52
53            void addEffect(WorldEntity* effect);
54            WorldEntity* getEffect(unsigned int index) const;
55
56            inline std::vector<WorldEntity*>::const_iterator getEffectsBegin()
57                { return this->effects_.begin(); }
58            inline std::vector<WorldEntity*>::const_iterator getEffectsEnd()
59                { return this->effects_.end(); }
60
61            void updateCondition();
62
63        private:
64            std::string               condition_;
65            std::string               functionName_;
66            LuaState*                 lua_;
67            std::vector<WorldEntity*> effects_;
68    };
69}
70
71#endif /* _EffectContainer_H__ */
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