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author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-16 16:46:18 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-16 16:46:18 +0100 |
commit | fc5dfd2873279d5003f8a02187a71b05a44892fa (patch) | |
tree | e36d40a1b26e9d4900b582c5f06c4d1dc2858d34 /src/crepe/api/BehaviorScript.h | |
parent | 572741fc845f430d225a4611a94aae7a2a544d12 (diff) |
final touchups 2 for #26
Diffstat (limited to 'src/crepe/api/BehaviorScript.h')
-rw-r--r-- | src/crepe/api/BehaviorScript.h | 37 |
1 files changed, 21 insertions, 16 deletions
diff --git a/src/crepe/api/BehaviorScript.h b/src/crepe/api/BehaviorScript.h index f7d484a..9d85d4c 100644 --- a/src/crepe/api/BehaviorScript.h +++ b/src/crepe/api/BehaviorScript.h @@ -15,12 +15,21 @@ class Script; /** * \brief Script component * - * This class acts as a (component) wrapper around an instance of (a class - * derivatived from) \c Script. \c BehaviorScript is the only ECS component - * that stores member function implementations as data. + * This class acts as a (component) wrapper around an instance of (a class derivatived from) \c + * Script. \c BehaviorScript is the only ECS component that stores member function + * implementations as data. */ class BehaviorScript : public Component { protected: + /** + * \param id Parent \c GameObject id + * \param component_manager Reference to component manager (passed through to \c Script + * instance) + * + * \note Calls to this constructor (should) always pass through \c GameObject::add_component, + * which has an exception for this specific component type. This was done so the user does + * not have to pass references used within \c Script to each \c BehaviorScript instance. + */ BehaviorScript(game_object_id_t id, ComponentManager & component_manager); //! Only ComponentManager is allowed to instantiate BehaviorScript friend class ComponentManager; @@ -37,27 +46,23 @@ public: BehaviorScript & set_script(); protected: - //! ScriptSystem needs direct access to the script instance - friend class ScriptSystem; - //! Flag to indicate if script->init() has been called already - bool initialized = false; //! Script instance std::unique_ptr<Script> script = nullptr; - //! Reference to component manager + //! ScriptSystem needs direct access to the script instance + friend class ScriptSystem; + +protected: + //! Reference to component manager (passed to Script) ComponentManager & component_manager; - //! Script accesses the component manager directly via its parent - // (BehaviorScript) reference - friend class Script; }; /** * \brief Add a BehaviorScript component to this game object * - * The \c BehaviorScript class is the only exception to the ECS harmony, and - * requires a reference to the component manager passed to its constructor in - * order to function normally. This is because the \c BehaviorScript (and \c - * Script) classes are the only component-related classes that store - * implemented member functions as data. + * The \c BehaviorScript class is the only exception to the ECS harmony, and requires a + * reference to the component manager passed to its constructor in order to function normally. + * This is because the \c BehaviorScript (and \c Script) classes are the only component-related + * classes that store implemented member functions as data. */ template <> BehaviorScript & GameObject::add_component<BehaviorScript>(); |