feat: projectile pool now uses projectile class
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9099d29672
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@ -1,5 +1,6 @@
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#include "projectile_pool.hpp"
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#include "projectile.hpp"
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#include "weapon_data.hpp"
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#include <godot_cpp/classes/scene_state.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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@ -9,21 +10,20 @@ void ProjectilePool::_bind_methods() {
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}
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void ProjectilePool::_exit_tree() {
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if(this->data.is_valid()) {
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for(Node3D *node : this->inactive) {
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node->queue_free();
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}
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for(Node3D *node : this->inactive) {
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node->queue_free();
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}
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}
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void ProjectilePool::set_data(Ref<PackedScene> data) {
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void ProjectilePool::set_data(Ref<WeaponData> value) {
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UtilityFunctions::print("ProjectilePool::set_data");
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if(!this->data.is_null()) {
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this->active.clear();
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for(Node3D *node : this->inactive)
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node->queue_free();
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}
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this->data = data;
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if(!data.is_valid())
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this->data = value;
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if(!value.is_valid())
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return;
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this->count = this->data->get_projectile_count() * this->data->get_rounds_per_second() * 2;
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for(size_t i{0}; i < this->count; ++i)
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@ -48,26 +48,31 @@ Node3D *ProjectilePool::claim_projectile() {
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void ProjectilePool::return_projectile(Node3D *node) {
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if(this->active.has(node)) {
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this->remove_child(node);
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this->active.erase(node);
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this->inactive.push_back(node);
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node->get_parent()->remove_child(node);
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} else {
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// leftover from previous weapon, free
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node->queue_free();
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}
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}
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Node3D *ProjectilePool::instantiate_new() const {
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Node3D *ProjectilePool::instantiate_new(bool active) {
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Ref<PackedScene> scene = this->data->get_projectile_scene();
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if(!scene.is_valid() || !ClassDB::is_parent_class("Node3D", scene->get_state()->get_node_type(0)))
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if(!scene.is_valid() || !ClassDB::is_parent_class(scene->get_state()->get_node_type(0), "Projectile")) {
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UtilityFunctions::push_error("Attempt to instantiate pooled projectile failed, scene is ", scene.is_valid() ? (scene->get_state()->get_node_type(0) + String(" not inherited from Projectile")) : "not a valid scene resource");
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return nullptr;
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Node3D *node = Object::cast_to<Node3D>(this->data->get_projectile_scene()->instantiate());
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IProjectile *projectile = dynamic_cast<IProjectile*>(node);
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if(projectile != nullptr) {
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projectile->set_weapon_data(this->data);
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} else {
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UtilityFunctions::push_warning("Projectile scene ", scene->get_path(), "' root node does not implement IProjectile");
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}
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return node;
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Projectile *projectile = Object::cast_to<Projectile>(this->data->get_projectile_scene()->instantiate());
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if(!projectile) {
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UtilityFunctions::push_error("Failed to instantiate projectile");
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return nullptr;
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}
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if(active)
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this->add_child(projectile);
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projectile->set_weapon_data(this->data);
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projectile->set_projectile_pool(this);
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projectile->set_as_top_level(true);
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return projectile;
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}
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}
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@ -11,13 +11,13 @@ class ProjectilePool : public Node {
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static void _bind_methods();
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public:
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virtual void _exit_tree() override;
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void set_data(Ref<PackedScene> data);
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void set_data(Ref<WeaponData> data);
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Ref<WeaponData> get_data() const;
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Node3D *claim_projectile();
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void return_projectile(Node3D *node);
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protected:
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Node3D *instantiate_new() const;
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Node3D *instantiate_new(bool active = false);
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private:
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Ref<WeaponData> data{};
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size_t count{0};
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