#pragma once #include <memory> #include "../Component.h" #include "GameObject.h" namespace crepe { class ScriptSystem; class ComponentManager; 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. */ 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; public: /** * \brief Set the concrete script of this component * * \tparam T Concrete script type (derived from \c crepe::Script) * \tparam Args Arguments for concrete script constructor * * \param args Arguments for concrete script constructor (forwarded using perfect forwarding) * * \returns Reference to BehaviorScript component (`*this`) */ template <class T, typename... Args> BehaviorScript & set_script(Args &&... args); protected: //! Script instance std::unique_ptr<Script> script = nullptr; //! ScriptSystem needs direct access to the script instance friend class ScriptSystem; protected: //! Reference to component manager (passed to Script) ComponentManager & component_manager; }; /** * \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. */ template <> BehaviorScript & GameObject::add_component<BehaviorScript>(); } // namespace crepe #include "BehaviorScript.hpp"