#pragma once #include namespace crepe { class ScriptSystem; class BehaviorScript; /** * \brief Script interface * * This class is used as a base class for user-defined scripts that can be * added to game objects using the \c BehaviorScript component. */ class Script { friend class crepe::ScriptSystem; protected: /** * \brief Script initialization function * * This function is called during the ScriptSystem::update() routine *before* * Script::update() if it (a) has not yet been called and (b) the \c * BehaviorScript component holding this script instance is active. */ virtual void init() {} /** * \brief Script update function * * This function is called during the ScriptSystem::update() routine if the * \c BehaviorScript component holding this script instance is active. */ virtual void update() {} // NOTE: additional *events* (like unity's OnDisable and OnEnable) should be // implemented as member methods in derivative user script classes and // registered in init(), otherwise this class will balloon in size with each // added event. protected: /** * \brief Get single component of type \c T on this game object (utility) * * \tparam T Type of component * * \returns Reference to component * * \throws nullptr if this game object does not have a component matching * type \c T */ template T & get_component() const; /** * \brief Get all components of type \c T on this game object (utility) * * \tparam T Type of component * * \returns List of component references */ template std::vector> get_components() const; private: friend class crepe::BehaviorScript; BehaviorScript * parent = nullptr; }; } // namespace crepe #include "Script.hpp"