virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize) { Init(paramNode); u32 oldSeed = GetActorSeed(); SerializeCommon(deserialize); // If we serialized a different seed, reload actor if (oldSeed != GetActorSeed()) ReloadActor(); fixed repeattime = m_AnimSyncRepeatTime; // save because SelectAnimation overwrites it if (m_AnimRunThreshold.IsZero()) SelectAnimation(m_AnimName, m_AnimOnce, m_AnimSpeed, m_SoundGroup); else SelectMovementAnimation(m_AnimRunThreshold); SetAnimationSyncRepeat(repeattime); if (m_Unit) { CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), GetEntityId()); if (cmpOwnership) m_Unit->GetModel().SetPlayerID(cmpOwnership->GetOwner()); } }
virtual void Init(const CParamNode& paramNode) { m_PreviouslyRendered = false; m_Unit = NULL; m_Visibility = ICmpRangeManager::VIS_HIDDEN; m_R = m_G = m_B = fixed::FromInt(1); if (!GetSimContext().HasUnitManager()) return; // do nothing further if graphics are disabled // TODO: we should do some fancy animation of under-construction buildings rising from the ground, // but for now we'll just use the foundation actor and ignore the normal one if (paramNode.GetChild("Foundation").IsOk() && paramNode.GetChild("FoundationActor").IsOk()) m_ActorName = paramNode.GetChild("FoundationActor").ToString(); else m_ActorName = paramNode.GetChild("Actor").ToString(); std::set<CStr> selections; m_Unit = GetSimContext().GetUnitManager().CreateUnit(m_ActorName, GetActorSeed(), selections); if (m_Unit) { CModelAbstract& model = m_Unit->GetModel(); if (model.ToCModel()) { u32 modelFlags = 0; if (paramNode.GetChild("SilhouetteDisplay").ToBool()) modelFlags |= MODELFLAG_SILHOUETTE_DISPLAY; if (paramNode.GetChild("SilhouetteOccluder").ToBool()) modelFlags |= MODELFLAG_SILHOUETTE_OCCLUDER; CmpPtr<ICmpVision> cmpVision(GetSimContext(), GetEntityId()); if (cmpVision && cmpVision->GetAlwaysVisible()) modelFlags |= MODELFLAG_IGNORE_LOS; model.ToCModel()->AddFlagsRec(modelFlags); } // Initialize the model's selection shape descriptor. This currently relies on the component initialization order; the // Footprint component must be initialized before this component (VisualActor) to support the ability to use the footprint // shape for the selection box (instead of the default recursive bounding box). See TypeList.h for the order in // which components are initialized; if for whatever reason you need to get rid of this dependency, you can always just // initialize the selection shape descriptor on-demand. InitSelectionShapeDescriptor(model, paramNode); m_Unit->SetID(GetEntityId()); } SelectAnimation("idle", false, fixed::FromInt(1), L""); }
virtual void Hotload(const VfsPath& name) { if (!m_Unit) return; if (name != m_ActorName) return; std::set<CStr> selections; CUnit* newUnit = GetSimContext().GetUnitManager().CreateUnit(m_ActorName, GetActorSeed(), selections); if (!newUnit) return; // Save some data from the old unit CColor shading = m_Unit->GetModel().GetShadingColor(); player_id_t playerID = m_Unit->GetModel().GetPlayerID(); // Replace with the new unit GetSimContext().GetUnitManager().DeleteUnit(m_Unit); m_Unit = newUnit; m_Unit->SetID(GetEntityId()); m_Unit->SetEntitySelection(m_AnimName); if (m_Unit->GetAnimation()) m_Unit->GetAnimation()->SetAnimationState(m_AnimName, m_AnimOnce, m_AnimSpeed.ToFloat(), m_AnimDesync.ToFloat(), m_SoundGroup.c_str()); // We'll lose the exact synchronisation but we should at least make sure it's going at the correct rate if (!m_AnimSyncRepeatTime.IsZero()) if (m_Unit->GetAnimation()) m_Unit->GetAnimation()->SetAnimationSyncRepeat(m_AnimSyncRepeatTime.ToFloat()); m_Unit->GetModel().SetShadingColor(shading); m_Unit->GetModel().SetPlayerID(playerID); // TODO: should copy/reset silhouette flags }
virtual void Init(const CParamNode& paramNode) { m_Unit = NULL; if (!GetSimContext().HasUnitManager()) return; // do nothing if graphics are disabled // TODO: we should do some fancy animation of under-construction buildings rising from the ground, // but for now we'll just use the foundation actor and ignore the normal one if (paramNode.GetChild("Foundation").IsOk() && paramNode.GetChild("FoundationActor").IsOk()) m_ActorName = paramNode.GetChild("FoundationActor").ToString(); else m_ActorName = paramNode.GetChild("Actor").ToString(); m_R = m_G = m_B = fixed::FromInt(1); std::set<CStr> selections; m_Unit = GetSimContext().GetUnitManager().CreateUnit(m_ActorName, GetActorSeed(), selections); if (!m_Unit) { // The error will have already been logged return; } u32 modelFlags = 0; if (paramNode.GetChild("SilhouetteDisplay").ToBool()) modelFlags |= MODELFLAG_SILHOUETTE_DISPLAY; if (paramNode.GetChild("SilhouetteOccluder").ToBool()) modelFlags |= MODELFLAG_SILHOUETTE_OCCLUDER; if (m_Unit->GetModel().ToCModel()) m_Unit->GetModel().ToCModel()->AddFlagsRec(modelFlags); m_Unit->SetID(GetEntityId()); SelectAnimation("idle", false, 0.f, L""); }