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#pragma once
#include <vector>
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 <typename T>
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 <typename T>
std::vector<std::reference_wrapper<T>> get_components() const;
private:
friend class crepe::BehaviorScript;
BehaviorScript * parent = nullptr;
};
} // namespace crepe
#include "Script.hpp"
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