#include <stdexcept> #include <Model/Property/Concepts/AutoNavigator.h> #include <Model/Property/Concepts/Camera.h> #include <Model/Property/Concepts/Destroyable.h> #include <Model/Property/Concepts/Networked.h> #include <Model/Property/Concepts/Physical.h> #include <Model/Property/Concepts/SelfDestruction.h> #include <Model/Property/Concepts/ThrustControl.h> namespace BFG { SpaceConceptFactory::SpaceConceptFactory(PluginId pid) : ConceptFactory(pid) {} boost::shared_ptr<Property::Concept> SpaceConceptFactory::createConcept(Property::ConceptId pc, GameObject& go) { PROPERTYCONCEPT_BUILD_LIST_BEGIN PROPERTYCONCEPT_CASE(AutoNavigator) PROPERTYCONCEPT_CASE(Camera) PROPERTYCONCEPT_CASE(Destroyable) PROPERTYCONCEPT_CASE(Networked) PROPERTYCONCEPT_CASE(Physical) PROPERTYCONCEPT_CASE(SelfDestruction) PROPERTYCONCEPT_CASE(ThrustControl) PROPERTYCONCEPT_BUILD_LIST_END } } // namespace BFG
#include <Model/Property/Concepts/Camera.h> #include <Model/Property/Concepts/Destroyable.h> #include <Model/Property/Concepts/Physical.h> #include <Model/Property/Concepts/SelfDestruction.h> #include <Model/Property/Concepts/ThrustControl.h> #include <Model/Property/Concepts/Triggers.h> #include <Model/Property/Concepts/WeaponRack.h> namespace BFG { SpaceConceptFactory::SpaceConceptFactory(PluginId pid) : ConceptFactory(pid) {} boost::shared_ptr<Property::Concept> SpaceConceptFactory::createConcept(Property::ConceptId pc, GameObject& go) { PROPERTYCONCEPT_BUILD_LIST_BEGIN PROPERTYCONCEPT_CASE(AutoNavigator) PROPERTYCONCEPT_CASE(Camera) PROPERTYCONCEPT_CASE(Destroyable) PROPERTYCONCEPT_CASE(Physical) PROPERTYCONCEPT_CASE(SelfDestruction) PROPERTYCONCEPT_CASE(ThrustControl) PROPERTYCONCEPT_CASE(Triggers) PROPERTYCONCEPT_CASE(WeaponRack) PROPERTYCONCEPT_BUILD_LIST_END } } // namespace BFG