Files
Nuake/Nuake/src/Scene/Entities/Entity.cpp

80 lines
2.6 KiB
C++

#include "../Components/ParentComponent.h"
#include "Entity.h"
#include "../Components/NameComponent.h"
#include "../Components/TransformComponent.h"
#include "../Components/CameraComponent.h"
#include "../Components/QuakeMap.h"
#include "../Components/LightComponent.h"
#include "../Components/QuakeMap.h"
#include "../Components/WrenScriptComponent.h"
#include "../Components/CharacterControllerComponent.h"
#include <src/Scene/Components/MeshComponent.h>
namespace Nuake
{
void Entity::AddChild(Entity ent)
{
if ((int)m_EntityHandle != ent.GetHandle())
{
ent.GetComponent<ParentComponent>().HasParent = true;
ent.GetComponent<ParentComponent>().Parent = *this;
GetComponent<ParentComponent>().Children.push_back(ent);
}
}
json Entity::Serialize()
{
BEGIN_SERIALIZE();
SERIALIZE_OBJECT_REF_LBL("NameComponent", GetComponent<NameComponent>());
SERIALIZE_OBJECT_REF_LBL("ParentComponent", GetComponent<ParentComponent>());
SERIALIZE_OBJECT_REF_LBL("TransformComponent", GetComponent<TransformComponent>());
if (HasComponent<CameraComponent>())
SERIALIZE_OBJECT_REF_LBL("CameraComponent", GetComponent<CameraComponent>());
if (HasComponent<QuakeMapComponent>())
SERIALIZE_OBJECT_REF_LBL("QuakeMapComponent", GetComponent<QuakeMapComponent>());
if (HasComponent<LightComponent>())
SERIALIZE_OBJECT_REF_LBL("LightComponent", GetComponent<LightComponent>());
if (HasComponent<WrenScriptComponent>())
SERIALIZE_OBJECT_REF_LBL("WrenScriptComponent", GetComponent<WrenScriptComponent>());
if (HasComponent<CharacterControllerComponent>())
SERIALIZE_OBJECT_REF_LBL("CharacterControllerComponent", GetComponent<CharacterControllerComponent>());
if (HasComponent<MeshComponent>())
SERIALIZE_OBJECT_REF_LBL("MeshComponent", GetComponent<MeshComponent>());
END_SERIALIZE();
}
bool Entity::Deserialize(const std::string& str)
{
BEGIN_DESERIALIZE();
DESERIALIZE_COMPONENT(TransformComponent);
DESERIALIZE_COMPONENT(NameComponent);
DESERIALIZE_COMPONENT(ParentComponent);
DESERIALIZE_COMPONENT(CameraComponent);
DESERIALIZE_COMPONENT(QuakeMapComponent);
DESERIALIZE_COMPONENT(LightComponent);
DESERIALIZE_COMPONENT(MeshComponent);
DESERIALIZE_COMPONENT(WrenScriptComponent);
DESERIALIZE_COMPONENT(CharacterControllerComponent);
return true;
}
Entity::Entity(entt::entity handle, Scene* scene)
{
m_EntityHandle = handle;
m_Scene = scene;
}
Entity::Entity(const Entity& ent)
{
this->m_EntityHandle = ent.m_EntityHandle;
this->m_Scene = ent.m_Scene;
}
Entity::Entity()
{
this->m_EntityHandle = (entt::entity)-1;
}
}