void LevelLoader::loadOtherDataFromXml(XmlNode* otherDataNode) { XmlNode* dynamicObjNode = otherDataNode->GetFirstChildByNodeName(DYNAMIC_OBJECT_TAG); while (dynamicObjNode != nullptr) { int objXmlId = dynamicObjNode->GetAttributeValueI(ID_ATTRIBUTE); std::string prefab = dynamicObjNode->GetAttributeValueS(PREFAB_ATTRIBUTE); int xGridPosition = dynamicObjNode->GetAttributeValueI(X_ATTRIBUTE); float yPosition = dynamicObjNode->GetAttributeValueF(Y_ATTRIBUTE); int zGridPosition = dynamicObjNode->GetAttributeValueI(Z_ATTRIBUTE); float rotation = dynamicObjNode->GetAttributeValueF(ROTATION_ATTRIBUTE) inRadians; GameObject* dynamicObj = PrefabLoader::InstantiateGameObjectFromPrefab(FRAMEWORK->GetFileSystemUtils()->GetDevicePrefabsResourcesPath() + prefab + PREFAB_EXTENSION, ENGINE->GetSceneGraph3D()); idsFromXml[objXmlId] = dynamicObj->GetId(); // Position and orient the object dynamicObj->GetTransform()->SetPosition(xGridPosition, yPosition, -zGridPosition); dynamicObj->GetTransform()->SetOrientation(rotation, YAXIS); // Check for overloaded components XmlNode* compNode = dynamicObjNode->GetFirstChildByNodeName(COMPONENT_TAG); while (compNode != nullptr) { PrefabLoader::LoadComponentFromComponentNodeInPrefab(dynamicObj, compNode); compNode = compNode->GetNextSiblingByNodeName(COMPONENT_TAG); } GridZone* zone = dynamicObj->GetComponent<GridZone>(); if (zone != nullptr) { SINGLETONS->GetGridManager()->placeZoneOnGrid(dynamicObj->GetId());//GetGrid()->AddGridZone(dynamicObj->GetId()); } dynamicObjNode = dynamicObjNode->GetNextSiblingByNodeName(DYNAMIC_OBJECT_TAG); } // TODO [Implement] Other things such as triggerables }
void LevelLoader::loadCameraDataFromXml(XmlNode* cameraNode) { // The level data file will specify which unit the camera should focus on by default std::string unitNameStr = cameraNode->GetAttributeValueS(FOCUS_ATTRIBUTE); // Find the unit that the camera should focus on UnitType uType = StringToUnitType(unitNameStr); ObjectIdType id = SINGLETONS->GetGridManager()->GetPlayerUnitIdOfType(uType); ASSERT(id != OBJECT_ID_INVALID, "Player unit of type %d exists in level", uType); //SINGLETONS->GetGridManager()->selectedUnitId = id; PlayerUnit* pU = ENGINE->GetSceneGraph3D()->GetGameObjectById(id)->GetComponent<PlayerUnit>(); // TODO [Implement]: call this when the level starts so the player sees the selection animation // Tell the grid who the selected unit is SINGLETONS->GetGridManager()->selectUnitInCell(pU->gridNavRef->GetCurrentCell()); // Tell the select unit they are selected pU->onSelectedTouch(); // Set the camera's position GameObject* target = ENGINE->GetSceneGraph3D()->GetGameObjectById(id); GridNavigator* gNav = target->GetComponent<GridNavigator>(); ASSERT(gNav != nullptr, "Object with id %d has GridNavigator component", id); GridCell* cell = gNav->GetCurrentCell(); ASSERT(cell != nullptr, "Object with id %d is on grid", id); // load in start and overview pos glm::vec3 startPos; bool startPosNodeIsNull = true; XmlNode* startNode = cameraNode->GetFirstChildByNodeName(START_TAG); if (startNode != nullptr) { float startX = startNode->GetAttributeValueF(X_ATTRIBUTE); float startY = startNode->GetAttributeValueF(Y_ATTRIBUTE); float startZ = startNode->GetAttributeValueF(Z_ATTRIBUTE); startPos = glm::vec3(startX, startY, startZ); startPosNodeIsNull = false; } glm::vec3 overviewPos; bool overviewNodeIsNull = true; XmlNode* overviewNode = cameraNode->GetFirstChildByNodeName(OVERVIEW_TAG); if (overviewNode != nullptr) { float overviewX = overviewNode->GetAttributeValueF(X_ATTRIBUTE); float overviewY = overviewNode->GetAttributeValueF(Y_ATTRIBUTE); float overviewZ = overviewNode->GetAttributeValueF(Z_ATTRIBUTE); overviewPos = glm::vec3(overviewX, overviewY, overviewZ); overviewNodeIsNull = false; } // If a level does not have an overview node something is wrong ASSERT(!overviewNodeIsNull, "level XML has information for overview camera"); SINGLETONS->GetGridManager()->GetShadyCamera()->loadCameraData(pU->gridNavRef->GetCurrentCell(), overviewPos, startPos, !startPosNodeIsNull); }
void LevelLoader::loadUnitDataFromXml(XmlNode* unitBaseNode) { // Start with player units XmlNode* unitNode = unitBaseNode->GetFirstChildByNodeName(""); while (unitNode != nullptr) { int unitXmlId = unitNode->GetAttributeValueI(ID_ATTRIBUTE); std::string unitPrefab = unitNode->GetAttributeValueS(PREFAB_ATTRIBUTE); GameObject* unitObj = PrefabLoader::InstantiateGameObjectFromPrefab(FRAMEWORK->GetFileSystemUtils()->GetDevicePrefabsResourcesPath() + unitPrefab + PREFAB_EXTENSION, ENGINE->GetSceneGraph3D()); idsFromXml[unitXmlId] = unitObj->GetId(); // Units require a GridNavigator component GridNavigator* gNav = unitObj->GetComponent<GridNavigator>(); ASSERT(gNav != nullptr, "Unit with id %d has GridNavigator component", unitObj->GetId()); // Read the initial position of the unit int gX = unitNode->GetAttributeValueI(X_ATTRIBUTE); int gZ = unitNode->GetAttributeValueI(Z_ATTRIBUTE); float rotation = unitNode->GetAttributeValueF(ROTATION_ATTRIBUTE) inRadians; // Add the unit to the grid SINGLETONS->GetGridManager()->placeUnitOnGrid(unitObj->GetId(), gX, gZ); // Orient the unit. unitObj->GetTransform()->SetOrientation(rotation, YAXIS); // Check unit type if (unitNode->GetName() == ENEMY_UNIT_TAG) { EnemyUnit* enemyUnit = unitObj->GetComponent<EnemyUnit>(); ASSERT(enemyUnit != nullptr, "Enemy unit with id %d has EnemyUnit component", unitObj->GetId()); enemyUnit->Activate(); AiPerception* aiPerception = unitObj->GetComponent<AiPerception>(); ASSERT(aiPerception != nullptr, "Enemy unit with id %d has AiPerception component", unitObj->GetId()); aiPerception->Activate(); AiRoutine* aiRoutine = unitObj->GetComponent<AiRoutine>(); ASSERT(aiRoutine != nullptr, "Enemy unit with id %d has AiRoutine component", unitObj->GetId()); // Load the AI routine. XmlNode* aiCommandNode = unitNode->GetFirstChildByNodeName(AI_COMMAND_TAG); std::vector<std::string> commands; while (aiCommandNode != nullptr) { std::string command = aiCommandNode->GetValue(); commands.push_back(command); aiCommandNode = aiCommandNode->GetNextSiblingByNodeName(AI_COMMAND_TAG); } aiRoutine->SetBehavior(commands); } GridZone* zone = unitObj->GetComponent<GridZone>(); if (zone != nullptr) { SINGLETONS->GetGridManager()->placeZoneOnGrid(unitObj->GetId());//GetGrid()->AddGridZone(dynamicObj->GetId()); } unitNode = unitNode->GetNextSiblingByNodeName(""); } }
void LevelLoader::loadStaticDataFromXml(XmlNode* staticNode) { XmlNode* staticObjNode = staticNode->GetFirstChildByNodeName(STATIC_OBJECT_TAG); while (staticObjNode != nullptr) { int objXmlId = staticObjNode->GetAttributeValueI(ID_ATTRIBUTE); std::string prefab = staticObjNode->GetAttributeValueS(PREFAB_ATTRIBUTE); int westBound = staticObjNode->GetAttributeValueI(X_ATTRIBUTE); float yPosition = staticObjNode->GetAttributeValueF(Y_ATTRIBUTE); int southBound = staticObjNode->GetAttributeValueI(Z_ATTRIBUTE); int objWidth = staticObjNode->GetAttributeValueI(WIDTH_ATTRIBUTE); int objHeight = staticObjNode->GetAttributeValueI(HEIGHT_ATTRIBUTE); float rotation = staticObjNode->GetAttributeValueF(ROTATION_ATTRIBUTE) inRadians; GameObject* staticObj = PrefabLoader::InstantiateGameObjectFromPrefab(FRAMEWORK->GetFileSystemUtils()->GetDevicePrefabsResourcesPath() + prefab + PREFAB_EXTENSION, ENGINE->GetSceneGraph3D()); idsFromXml[objXmlId] = staticObj->GetId(); // Add the object to the grid SINGLETONS->GetGridManager()->placeStaticObjectOnGrid(staticObj->GetId(), westBound, southBound, objWidth, objHeight); staticObj->GetTransform()->Translate(yPosition, YAXIS); staticObj->GetTransform()->SetOrientation(rotation, YAXIS); staticObjNode = staticObjNode->GetNextSiblingByNodeName(STATIC_OBJECT_TAG); } }