chore: reordered character actor getters/setters
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				|  | @ -205,6 +205,38 @@ int CharacterActor::get_character_type() const { | ||||||
|     return static_cast<int>(this->character_type); |     return static_cast<int>(this->character_type); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | void CharacterActor::set_acceleration(float acceleration) { | ||||||
|  |     this->acceleration = acceleration; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float CharacterActor::get_acceleration() const { | ||||||
|  |     return this->acceleration; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void CharacterActor::set_walk_speed(float walk_speed) { | ||||||
|  |     this->walk_speed = walk_speed; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float CharacterActor::get_walk_speed() const { | ||||||
|  |     return this->walk_speed; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void CharacterActor::set_sprint_speed(float sprint_speed) { | ||||||
|  |     this->sprint_speed = sprint_speed; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float CharacterActor::get_sprint_speed() const { | ||||||
|  |     return this->sprint_speed; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void CharacterActor::set_rotation_speed(float rotation_speed) { | ||||||
|  |     this->rotation_speed = rotation_speed; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float CharacterActor::get_rotation_speed() const { | ||||||
|  |     return this->rotation_speed; | ||||||
|  | } | ||||||
|  | 
 | ||||||
| void CharacterActor::process_behaviour(double delta_time) { | void CharacterActor::process_behaviour(double delta_time) { | ||||||
|     if(this->current_state.is_complete(this) || this->planner->is_action_complete()) |     if(this->current_state.is_complete(this) || this->planner->is_action_complete()) | ||||||
|         this->set_state(this->planner->get_next_state()); |         this->set_state(this->planner->get_next_state()); | ||||||
|  | @ -264,36 +296,4 @@ void CharacterActor::try_fire_weapon() { | ||||||
|     if(node != nullptr) |     if(node != nullptr) | ||||||
|         node->set_global_transform(this->weapon_muzzle->get_global_transform()); |         node->set_global_transform(this->weapon_muzzle->get_global_transform()); | ||||||
| } | } | ||||||
| 
 |  | ||||||
| void CharacterActor::set_acceleration(float acceleration) { |  | ||||||
|     this->acceleration = acceleration; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| float CharacterActor::get_acceleration() const { |  | ||||||
|     return this->acceleration; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| void CharacterActor::set_walk_speed(float walk_speed) { |  | ||||||
|     this->walk_speed = walk_speed; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| float CharacterActor::get_walk_speed() const { |  | ||||||
|     return this->walk_speed; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| void CharacterActor::set_sprint_speed(float sprint_speed) { |  | ||||||
|     this->sprint_speed = sprint_speed; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| float CharacterActor::get_sprint_speed() const { |  | ||||||
|     return this->sprint_speed; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| void CharacterActor::set_rotation_speed(float rotation_speed) { |  | ||||||
|     this->rotation_speed = rotation_speed; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| float CharacterActor::get_rotation_speed() const { |  | ||||||
|     return this->rotation_speed; |  | ||||||
| } |  | ||||||
| } | } | ||||||
|  |  | ||||||
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