void ActorFactorySetPosition(const String& input) { ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate); Vector2 pos = StringToVector2(input); pDel->SetPosition( pos.X, pos.Y ); }
void ActorFactorySetSize( const String& input ) { ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate); Vector2 size = StringToVector2(input); pDel->SetSize( size.X, size.Y ); }
void ActorFactoryAddCollisionFlag( const String& input ) { ACTORFACTORY_GETDELEGATE(pDel, PhysicsActorFactoryDelegate); String cvarName = "phys_cc_"; cvarName += TrimString( input ); ConsoleVariable* pCVar = theConsole.GetConsoleItemManager().FindCVar( cvarName ); if( pCVar == NULL ) return; pDel->AddCollisionFlag(pCVar->GetIntVal()); }
void ActorFactorySetShapeType(const String& input) { ACTORFACTORY_GETDELEGATE(pDel, PhysicsActorFactoryDelegate); String shapeTypeStr = ToUpper( TrimString(input) ); PhysicsActor::eShapeType shapeType = PhysicsActor::SHAPETYPE_BOX; if( shapeTypeStr == "CIRCLE" ) shapeType = PhysicsActor::SHAPETYPE_CIRCLE; //TODO: add new shapes here pDel->SetShapeType( shapeType ); }
void ActorFactorySetEndColor(const String& input) { ACTORFACTORY_GETDELEGATE(pDel, ParticleActorFactoryDelegate); float r,g,b; r=g=b=0.0f; StringList colors = SplitString(input); int size = colors.size(); if( size > 0 ) r = StringToFloat(colors[0]); if( size > 1 ) g = StringToFloat(colors[1]); if( size > 2 ) b = StringToFloat(colors[2]); pDel->SetEndColor( r, g, b ); }
void ActorFactorySetGravity(const String& input) { ACTORFACTORY_GETDELEGATE(pDel, ParticleActorFactoryDelegate); StringList values = SplitString(input); int size = values.size(); Vector2 gravity(0.0f, 0.0f); // X and Y are specified. if (size == 2) { gravity.X = StringToFloat(values[0]); gravity.Y = StringToFloat(values[1]); } // If only one value specified, assume it's just vertical. else if (size == 1 ) { gravity.X = 0.0f; gravity.Y = StringToFloat(values[0]); } pDel->SetGravity(gravity); }
void ActorFactorySetLayer(const String& input) { ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate); pDel->SetLayer( StringToInt(input) ); }
void ActorFactorySetTag(const String& input) { ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate); pDel->SetTag( input ); }
void ActorFactorySetAlpha(const String& input) { ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate); pDel->SetAlpha( StringToFloat(input) ); }
void ActorFactoryLoadSpriteFrames(const String& input) { ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate); pDel->LoadSpriteFrames( input ); }
void ActorFactorySetMinSpeed(const String& input) { ACTORFACTORY_GETDELEGATE(pDel, ParticleActorFactoryDelegate); pDel->SetMinSpeed( StringToFloat(input) ); }
void ActorFactorySetSystemLifetime(const String& input) { ACTORFACTORY_GETDELEGATE(pDel, ParticleActorFactoryDelegate); pDel->SetSystemLifetime( StringToFloat(input) ); }
// // ActorFactory support. // void ActorFactorySetEmissionRate(const String& input) { ACTORFACTORY_GETDELEGATE(pDel, ParticleActorFactoryDelegate); pDel->SetEmissionRate( StringToFloat(input) ); }
void ActorFactorySetGroupIndex(const String& input) { ACTORFACTORY_GETDELEGATE(pDel, PhysicsActorFactoryDelegate); pDel->SetGroupIndex( StringToInt(input) ); }
void ActorFactorySetLayerName(const String& input) { ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate); pDel->SetLayerName( TrimString(input) ); }
void ActorFactorySetSprite(const String& input) { ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate); pDel->SetSprite( input, 0 ); }
void ActorFactorySetMaxParticles(const String& input) { ACTORFACTORY_GETDELEGATE(pDel, ParticleActorFactoryDelegate); pDel->SetMaxParticles( StringToInt(input) ); }
void ActorFactoryAddTag( const String& input ) { ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate); pDel->Tag( TrimString(input) ); }
void ActorFactorySetRestitution(const String& input) { ACTORFACTORY_GETDELEGATE(pDel, PhysicsActorFactoryDelegate); pDel->SetRestitution( StringToFloat(input) ); }