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//-----------------------------------------------------------------------------
// 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>
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();
};
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