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source: code/trunk/src/modules/objects/controllers/TeamTargetProxy.h @ 10777

Last change on this file since 10777 was 10262, checked in by landauf, 10 years ago

eol-style native. no changes in code.

  • Property svn:eol-style set to native
File size: 2.1 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 *      Martin Mueller
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _TeamTargetProxy_H__
30#define _TeamTargetProxy_H__
31
32#include "objects/ObjectsPrereqs.h"
33#include "controllers/FormationController.h"
34
35 namespace orxonox
36 {
37    /**
38        @brief
39        A controller, that just copies the team and the target of a parent for itself and it's controllable entity.
40
41        Useful for following (and similar) situations: (-> means attached to)
42            turret (rotates) -> some kind of turret base (looks nice) -> spaceship (flies around)
43            The turret has a controller that wants to copy the spaceship's target and team. In this case it doesn't work though,
44            because the turret isn't directly attached to the spaceship. Here's where this controller comes in. Drawback: the base
45            has to be controllable and ticks every second (performance?)
46    */
47    class _ObjectsExport TeamTargetProxy : public FormationController, public Tickable
48    {
49        public:
50            TeamTargetProxy(Context* context);
51            virtual ~TeamTargetProxy();
52
53            virtual void tick(float dt);
54
55        private:
56            bool once_; //!< Flag for executing code in the tick function only once.
57    };
58 }
59
60 #endif
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