Пример #1
0
bool HealthMessageHandlerSubSystem::ProcessPending( Message const& message )
{
    HealthMessage msg = static_cast<HealthMessage const&>( message );
    Opt<Actor> actor = mScene.GetActor( msg.mActorGUID );
    Opt<IHealthComponent> healthC = actor->Get<IHealthComponent>();
    if ( !healthC.IsValid() )
    {
        L1( "no health_component found guid:%s\n", msg.mActorGUID );
        return true;
    }
    L1( "executing %s: actorGUID %d \n", __FUNCTION__, msg.mActorGUID );

    healthC->SetHP( msg.mHP );
    healthC->GetMaxHP().mBase.Set( msg.mMaxHP );
    healthC->GetMaxHP().mPercent.Set( msg.mMaxHPPercent / PRECISION );
    healthC->GetMaxHP().mFlat.Set( msg.mMaxHPFlat );
    return true;
}
Пример #2
0
void ExplodeOnHitSystem::Update( double DeltaTime )
{
    for( auto actor : mScene.GetActorsFromMap( GetType_static() ) )
    {
        Opt<IExplodeOnHitComponent> explodeOnHitC = actor->Get<IExplodeOnHitComponent>();
        if ( !explodeOnHitC.IsValid() || !explodeOnHitC->IsExploded() )
        {
            continue;
        }
        WeaponItemSubSystem::Projectiles_t projectiles;
        ExplodeOnDeathSystem::FillExplosionProjectiles( *explodeOnHitC.Get(), *actor, projectiles );
        Scatter scatter;
        WeaponItemSubSystem::Get()->AddProjectiles( *actor, projectiles, scatter );
        Opt<IHealthComponent> healthC = actor->Get<IHealthComponent>();
        if( healthC.IsValid() )
        {
            healthC->SetHP( 0 );
        }
    }
}
Пример #3
0
void ExplodeOnHitSystem::Update( double DeltaTime )
{
    for( ActorList_t::iterator it = mScene.GetActors().begin(), e = mScene.GetActors().end(); it != e; ++it )
    {
        Actor& actor = **it;
        Opt<IExplodeOnHitComponent> explodeOnHitC = actor.Get<IExplodeOnHitComponent>();
        if ( !explodeOnHitC.IsValid() || !explodeOnHitC->IsExploded() )
        {
            continue;
        }
        WeaponItemSubSystem::Projectiles_t projectiles;
        ExplodeOnDeathSystem::FillExplosionProjectiles( *explodeOnHitC.Get(), actor, projectiles );
        Scatter scatter;
        WeaponItemSubSystem::Get()->AddProjectiles( actor, projectiles, scatter );
        Opt<IHealthComponent> healthC = actor.Get<IHealthComponent>();
        if( healthC.IsValid() )
        {
            healthC->SetHP( 0 );
        }
    }
}