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#pragma once
#include <vector>
namespace crepe {
class ScriptSystem;
}
namespace crepe {
class BehaviorScript;
class ComponentManager;
class Script {
//! ScriptSystem calls \c update()
friend class crepe::ScriptSystem;
protected:
virtual void init() {}
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:
//! Retrieve component from component manager (utility)
template <typename T>
T & get_component();
//! Retrieve components from component manager (utility)
template <typename T>
std::vector<std::reference_wrapper<T>> get_components();
private:
// NOTE: Script must have a constructor without arguments so the game
// programmer doesn't need to manually add `using Script::Script` to their
// concrete script class.
Script() = default;
//! Only \c BehaviorScript instantiates Script
friend class BehaviorScript;
// These references are set by BehaviorScript immediately after calling the
// constructor of Script.
BehaviorScript * parent_ref = nullptr;
ComponentManager * component_manager_ref = nullptr;
};
} // namespace crepe
#include "Script.hpp"
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