コード例 #1
0
WSL::Framework::Standard::Base::BaseEntity* WSL::DataTranslation::EntityTranslator::Instantiate( std::string standardScripts[], std::vector< std::string > otherScripts, unsigned int size, 
					bool initialize, bool refresh, bool destroy, bool destroyed, int objectID, WSL::Engine *engine )
{
	WSL::Framework::Standard::Base::Entity* temp = new WSL::Framework::Standard::Base::Entity( objectID, refresh, destroyed, initialize, destroy, standardScripts[ 1 ], 
		standardScripts[ 0 ], standardScripts[ 2 ], standardScripts[ 3 ], engine );
	temp->SendSelf = SendObject;
	unsigned int i = 0;
	if( size != 0 )
	{
		while( i < size )
		{
			temp->SetRefrence( engine );
			BaseSend();
			{
				WSL::Framework::Standard::Base::BaseEntity* base = &*temp;
				SendToLua( base, engine );
			}
			temp->RunScript( otherScripts[ i ] );
			temp->DeleteRefrence();
			i++;
		}
	}
	WSL::Framework::Standard::Base::BaseEntity* base = &*temp;
	return base;
}
コード例 #2
0
void WSL::Singleton::LevelCycle()
{
	bool break_ = false;
	unsigned int c = 0;
	unsigned int size = levels.Array.size();
	input->refrence = engine;
	if( size != 0 )
	{
		while( c < size && break_ == false )
		{
			if( levels.Array[c]->active == true )
			{
				if( levels.Array[c]->destroy == true )
				{
					unsigned int objectSize = objects.Array.size();
					for( unsigned int i = 0; i < objects.Array.size()/*objectSize*/ && break_ == false; i++ )
					{
						if( levels.Array[c]->ObjectIsInLevel( i ) == true )
						{							
							if( HeartBeat( i ) == -1 && objects.Array.size() != 1 && i > 0 )
								--objectSize;
						}
					}
					WSL::Algorithmic::Level *temp = levels.Array[c];
					temp->SetRefrence( this );
					BaseSend();
					unsigned int clear = temp->SendRenderLayer();
					luabind::globals( engine->luaContainer->State )[ temp->name ] = temp;
					temp->Destroy();
					temp->DeleteRefrence();
					WSL::Algorithmic::RenderLayer *r = renderLayers.Array[clear];
					r->DeleteRefrence();
					temp->DeleteRenderLayer();
					levels.Delete( c );
					delete temp;
					size -= 1;
				}
				else
				{
					if( levels.Array[c]->refresh == true )
					{
						unsigned int objectSize = objects.Array.size();
						for( unsigned int i = 0; i < objects.Array.size()/*objectSize*/ && break_ == false; i++ )
						{
							if( levels.Array[c]->ObjectIsInLevel( i ) == true )
							{							
								if( HeartBeat( i ) == -1 && objects.Array.size() != 1 && i > 0 )
									--objectSize;
							}
						}
						if( levels.Array[c]->refreshScript != "NULL" )
						{
							BaseSend();
							levels.Array[c]->SetRefrence( this );
							unsigned int clear = levels.Array[c]->SendRenderLayer();
							luabind::globals( engine->luaContainer->State )[ levels.Array[c]->name ] = levels.Array[c];
							levels.Array[c]->Refresh();
							levels.Array[c]->DeleteRefrence();
							renderLayers.Array[clear]->DeleteRefrence();
						}
					}
				}
			}
			//Tee-hee//
			c++;
		}
	}
}