#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: BehaviorScript(game_object_id_t id, ComponentManager & component_manager); //! Only ComponentManager is allowed to instantiate BehaviorScript friend class ComponentManager; public: ~BehaviorScript() = default; public: /** * \brief Set the concrete script of this component * * \tparam T Concrete script type (derived from \c crepe::Script) * * \returns Reference to BehaviorScript component (`*this`) */ template <class T> 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 ComponentManager & component_manager; private: //! 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. */ template <> BehaviorScript & GameObject::add_component<BehaviorScript>(); } // namespace crepe #include "BehaviorScript.hpp"