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Diffstat (limited to 'Source/Game/avatar_control_manager.h')
-rw-r--r-- | Source/Game/avatar_control_manager.h | 57 |
1 files changed, 57 insertions, 0 deletions
diff --git a/Source/Game/avatar_control_manager.h b/Source/Game/avatar_control_manager.h new file mode 100644 index 00000000..cb6606c2 --- /dev/null +++ b/Source/Game/avatar_control_manager.h @@ -0,0 +1,57 @@ +//----------------------------------------------------------------------------- +// Name: avatar_control_manager.h +// Developer: Wolfire Games LLC +// Description: +// License: Read below +//----------------------------------------------------------------------------- +// +// +// Copyright 2022 Wolfire Games LLC +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +// +//----------------------------------------------------------------------------- +#pragma once + +#include <Objects/object.h> + +#include <vector> +#include <utility> + +class Possession { +public: + ObjectID avatar; + int controller_id; + int camera_id; + bool is_local; + + Possession(ObjectID avatar, int controller_id, int camera_id, bool is_local) : avatar(avatar), controller_id(controller_id), camera_id(camera_id), is_local(is_local) {}; +}; + + +//The AvatarControlManager dynamically changes player avatars control states base on requested possesions and engine state. +//This is done because the player characters can get AI possesion when switching into an editor state, or other non-game states. +//But needs to correctly revert to the possesor on demand, both local and online. +class AvatarControlManager { +private: + //std::vector<std::pair<ObjectID, int>> possesions; + + //Get a list of what controller input controlsw what player avatar. + std::vector<Possession> GeneratePossessionList(); + + std::vector<ObjectID> GetUnpossessedAvatars(); + +public: + //void DefinePlayerPossesion(ObjectID avatar, int controller_id); + void Update(); +}; |