mirror of
https://github.com/antopilo/Nuake.git
synced 2026-09-27 16:17:12 +03:00
80 lines
2.6 KiB
C++
80 lines
2.6 KiB
C++
#include "../Components/ParentComponent.h"
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#include "Entity.h"
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#include "../Components/NameComponent.h"
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#include "../Components/TransformComponent.h"
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#include "../Components/CameraComponent.h"
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#include "../Components/QuakeMap.h"
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#include "../Components/LightComponent.h"
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#include "../Components/QuakeMap.h"
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#include "../Components/WrenScriptComponent.h"
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#include "../Components/CharacterControllerComponent.h"
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#include <src/Scene/Components/MeshComponent.h>
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namespace Nuake
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{
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void Entity::AddChild(Entity ent)
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{
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if ((int)m_EntityHandle != ent.GetHandle())
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{
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ent.GetComponent<ParentComponent>().HasParent = true;
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ent.GetComponent<ParentComponent>().Parent = *this;
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GetComponent<ParentComponent>().Children.push_back(ent);
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}
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}
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json Entity::Serialize()
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{
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BEGIN_SERIALIZE();
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SERIALIZE_OBJECT_REF_LBL("NameComponent", GetComponent<NameComponent>());
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SERIALIZE_OBJECT_REF_LBL("ParentComponent", GetComponent<ParentComponent>());
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SERIALIZE_OBJECT_REF_LBL("TransformComponent", GetComponent<TransformComponent>());
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if (HasComponent<CameraComponent>())
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SERIALIZE_OBJECT_REF_LBL("CameraComponent", GetComponent<CameraComponent>());
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if (HasComponent<QuakeMapComponent>())
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SERIALIZE_OBJECT_REF_LBL("QuakeMapComponent", GetComponent<QuakeMapComponent>());
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if (HasComponent<LightComponent>())
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SERIALIZE_OBJECT_REF_LBL("LightComponent", GetComponent<LightComponent>());
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if (HasComponent<WrenScriptComponent>())
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SERIALIZE_OBJECT_REF_LBL("WrenScriptComponent", GetComponent<WrenScriptComponent>());
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if (HasComponent<CharacterControllerComponent>())
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SERIALIZE_OBJECT_REF_LBL("CharacterControllerComponent", GetComponent<CharacterControllerComponent>());
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if (HasComponent<MeshComponent>())
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SERIALIZE_OBJECT_REF_LBL("MeshComponent", GetComponent<MeshComponent>());
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END_SERIALIZE();
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}
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bool Entity::Deserialize(const std::string& str)
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{
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BEGIN_DESERIALIZE();
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DESERIALIZE_COMPONENT(TransformComponent);
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DESERIALIZE_COMPONENT(NameComponent);
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DESERIALIZE_COMPONENT(ParentComponent);
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DESERIALIZE_COMPONENT(CameraComponent);
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DESERIALIZE_COMPONENT(QuakeMapComponent);
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DESERIALIZE_COMPONENT(LightComponent);
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DESERIALIZE_COMPONENT(MeshComponent);
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DESERIALIZE_COMPONENT(WrenScriptComponent);
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DESERIALIZE_COMPONENT(CharacterControllerComponent);
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return true;
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}
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Entity::Entity(entt::entity handle, Scene* scene)
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{
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m_EntityHandle = handle;
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m_Scene = scene;
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}
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Entity::Entity(const Entity& ent)
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{
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this->m_EntityHandle = ent.m_EntityHandle;
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this->m_Scene = ent.m_Scene;
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}
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Entity::Entity()
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{
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this->m_EntityHandle = (entt::entity)-1;
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}
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}
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