Welcome to mirror list, hosted at ThFree Co, Russian Federation.

avatar_control_manager.h « Game « Source - github.com/WolfireGames/overgrowth.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: ad97e511f1e628c4cb7af52610f414811e22275d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
//-----------------------------------------------------------------------------
//           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();
};