void MapStartMapElement::Load( Json::Value const& setters ) { MapElement::Load( setters ); AddInputNodeId( StartInputNodeId() ); AddInputNodeId( PreActorsSpawnedInputNodeId() ); AddInputNodeId( ActorsSpawnedInputNodeId() ); AddInputNodeId( ReadyInputNodeId() ); }
RespawnActorMapElement::RespawnActorMapElement( int32_t Id ) : MapElement( Id ) , BaseInput() , mActorID( -1 ) , mSecsToRespawn( 100 ) , mSecsToRespawnOriginal( 100 ) { AddInputNodeId( SpawnNodeId() ); }
void LevelGeneratorMapElement::Load( Json::Value const& setters ) { MapElement::Load( setters ); std::string identifier; if (Json::GetStr( setters["generator_name"], identifier )) { mGeneratorId = AutoId( identifier ); } static LevelGeneratorFactory& levelGeneratorFactory = LevelGeneratorFactory::Get(); auto generator = levelGeneratorFactory( mGeneratorId ); generator->Load( setters["properties"] ); mLevelGenerator.reset( generator.release() ); AddInputNodeId( GeneratorNodeId() ); }
void SpawnSoldiersMapElement::Load( Json::Value& setters ) { MapElement::Load( setters ); AddInputNodeId( SpawnNodeId() ); }