#include <CCmpUnitMotionManager.h>
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static void | ClassInit (CComponentManager &componentManager) |
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static IComponent * | Allocate (const ScriptInterface &, JS::HandleValue) |
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static void | Deallocate (IComponent *cmp) |
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static std::string | GetSchema () |
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static std::string | GetSchema () |
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static void | RegisterComponentType (CComponentManager &mgr, EInterfaceId iid, EComponentTypeId cid, AllocFunc alloc, DeallocFunc dealloc, const char *name, const std::string &schema) |
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static void | RegisterComponentTypeScriptWrapper (CComponentManager &mgr, EInterfaceId iid, EComponentTypeId cid, AllocFunc alloc, DeallocFunc dealloc, const char *name, const std::string &schema) |
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static u8 | GetSerializationVersion () |
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◆ Allocate()
◆ ClassInit()
◆ ComputingMotion()
bool CCmpUnitMotionManager::ComputingMotion |
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const |
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inlineoverridevirtual |
◆ Deallocate()
static void CCmpUnitMotionManager::Deallocate |
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IComponent * |
cmp | ) |
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inlinestatic |
◆ Deinit()
void CCmpUnitMotionManager::Deinit |
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inlineoverridevirtual |
◆ Deserialize()
◆ GetComponentTypeId()
int CCmpUnitMotionManager::GetComponentTypeId |
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const |
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inlineoverridevirtual |
◆ GetSchema()
static std::string CCmpUnitMotionManager::GetSchema |
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inlinestatic |
◆ HandleMessage()
void CCmpUnitMotionManager::HandleMessage |
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const CMessage & |
msg, |
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bool |
global |
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) |
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overridevirtual |
◆ Init()
void CCmpUnitMotionManager::Init |
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const CParamNode & |
paramNode | ) |
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overridevirtual |
◆ IsPushingActivated()
bool CCmpUnitMotionManager::IsPushingActivated |
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const |
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inlineoverridevirtual |
◆ Move()
◆ MoveFormations()
void CCmpUnitMotionManager::MoveFormations |
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fixed |
dt | ) |
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private |
◆ MoveUnits()
void CCmpUnitMotionManager::MoveUnits |
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fixed |
dt | ) |
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private |
◆ OnDeserialized()
void CCmpUnitMotionManager::OnDeserialized |
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private |
This deserialization process is rather ugly, but it's required to store some data in the motion states.
Ideally, the motion state would actually be CCmpUnitMotion themselves, but for data locality (because our components are stored randomly on the heap right now) they're not. If we ever change the simulation so that components could be registered by their managers and exposed, then we could just use CCmpUnitMotion directly and clean this code uglyness.
◆ OnTurnStart()
void CCmpUnitMotionManager::OnTurnStart |
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private |
◆ Push()
◆ Register()
◆ ResetSubdivisions()
void CCmpUnitMotionManager::ResetSubdivisions |
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private |
◆ Serialize()
void CCmpUnitMotionManager::Serialize |
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ISerializer & |
serialize | ) |
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overridevirtual |
◆ Unregister()
void CCmpUnitMotionManager::Unregister |
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entity_id_t |
ent | ) |
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overridevirtual |
◆ m_ComputingMotion
bool CCmpUnitMotionManager::m_ComputingMotion |
◆ m_FormationControllers
◆ m_MinimalPushing
◆ m_MovingPushExtension
◆ m_MovingPushingSpread
◆ m_MovingUnits
◆ m_PushingPressureDecay
◆ m_PushingPressureStrength
entity_pos_t CCmpUnitMotionManager::m_PushingPressureStrength |
◆ m_PushingRadiusMultiplier
entity_pos_t CCmpUnitMotionManager::m_PushingRadiusMultiplier |
◆ m_StaticPushExtension
◆ m_StaticPushingSpread
◆ m_Units
◆ MAX_PRESSURE
constexpr int CCmpUnitMotionManager::MAX_PRESSURE = 255 |
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staticconstexpr |
Maximum value for pushing pressure.
The documentation for this class was generated from the following files: