Esempio n. 1
0
VisBaseEntity_cl* MyGameManager::SpawnPlayer(const VString& prefabName, hkvVec3 const& position, hkvVec3 const& orientation)
{
	
    VisBaseEntity_cl* playerEntity = CreateEntityFromPrefab(prefabName, position, orientation);
    playerEntity->InitFunction();
    
    if(playerEntity)
    {
        PlayerComponent *const playerController = static_cast<PlayerComponent*>
        (playerEntity->Components().GetComponentOfBaseType(V_RUNTIME_CLASS(PlayerComponent)));
        
        //VASSERT(playerController);
        if(playerController)
        {
            spGUIContext = new VGUIMainContext(NULL);
            // Create a GUI context
            mDialog = new PlayerDialog(playerController);
            mDialog->InitDialog(spGUIContext, NULL, NULL);
            spGUIContext->ShowDialog(mDialog);
            spGUIContext->SetActivate(true);
        }
        
        m_playerEntity = playerEntity->GetWeakReference();
        //Vision::Message.Add(1, "Spawn");
    }
    
    return playerEntity;
}
  EngineInstancePathCamera::EngineInstancePathCamera()
  {
    VisBaseEntity_cl *pEntity = Vision::Game.CreateEntity("PathCameraEntity",hkvVec3(0,0,0));
    Debug::Assert(pEntity!=nullptr,"Could not create Cloth entity!");

    // reference the entity with a weak pointer. This will make sure that we correctly get a null pointer
    // if the entity gets deleted in the engine
    m_pEntityWP = new VWeakPtr<VisBaseEntity_cl>(pEntity->GetWeakReference());

    m_pSpriteTex = Vision::TextureManager.Load2DTexture("textures\\videoCamera.dds",VTM_FLAG_DEFAULT_NON_MIPMAPPED);
    m_pSpriteTex->AddRef();

  }