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/**
\brief Invokers for ParticleBase events, called from events
@code
void EnableOnEndPrint(ParticleBase psrc)
{
psrc.GetEvents().Event_OnParticleEnd.Insert(PrintParticleEnded);
}
void PrintParticleEnded(ParticleBase psrc)
{
Print(string.Format("%1 ended.", psrc.GetDebugNameNative());
}
@endcode
*/
class ParticleEvents
{
/**
\brief Called when particle starts playing
\note Particle: Called when any Play method has been called
\note ParticleSource: Called when PlayParticleNative is successful
*/
ref ScriptInvoker Event_OnParticleStart = new ScriptInvoker();
/**
\brief Called when particle stops playing
\note Particle: Called when any Stop method has been called or when lifetime is over
\note ParticleSource: Called when StopParticleNative is successful, when the particle ends and when the particle is destroyed while it is playing
*/
ref ScriptInvoker Event_OnParticleStop = new ScriptInvoker();
/**
\brief Called when particle is reset
\note Particle: Not present, there is no reset functionality
\note ParticleSource: Called when ResetParticleNative is successful
*/
ref ScriptInvoker Event_OnParticleReset = new ScriptInvoker();
/**
\brief Called when particle ends
\note Particle: Called when lifetime is over and there are no emitors active anymore
\note ParticleSource: Called when particle ends naturally or after the particle is stopped and there are no emitors active anymore
\warning Looped never ends naturally and need to be stopped
*/
ref ScriptInvoker Event_OnParticleEnd = new ScriptInvoker();
/**
\brief Called when particle receives a parent
\note Particle: Not present
*/
ref ScriptInvoker Event_OnParticleParented = new ScriptInvoker();
/**
\brief Called when particle is orphaned
\note Particle: Not present
*/
ref ScriptInvoker Event_OnParticleUnParented = new ScriptInvoker();
}
/**
\brief Engine base class with internal functionality
\note Is NOT intended for direct creation
* As this does not have an actual particle
* Use either Particle or ParticleSource
*/
class ParticleBase : Entity
{
//! Whether the particle is currently playing
protected bool m_IsPlaying;
//! Event invokers
protected ref ParticleEvents m_EventInvokers;
//! ctor
void ParticleBase()
{
m_EventInvokers = new ParticleEvents();
}
//! Have script recognize this as a Particle without casting
override bool IsParticle()
{
return true;
}
/** \name Playback
Methods regarding playing/stopping of particle
*/
//@{
/**
\brief Method to tell the particle to start playing
\param particle_id \p int Particle ID registered in ParticleList to start playing
\return \p bool Whether the particle successfully started
*/
void PlayParticle(int particle_id = -1)
{
ErrorEx("Not implemented.", ErrorExSeverity.WARNING);
}
/**
\brief Method to tell the particle to start playing
\param particle_id \p int Particle ID registered in ParticleList to start playing
\param flags \p int Flags to pass to the playing
\return \p bool Whether the particle successfully started
*/
bool PlayParticleEx(int particle_id = -1, int flags = 0)
{
ErrorEx("Not implemented.", ErrorExSeverity.WARNING);
return false;
}
/**
\brief Method to tell the particle to stop playing
\param flags \p int Flags to pass to the stopping
\return \p bool Whether the particle successfully stopped
*/
bool StopParticle(int flags = 0)
{
ErrorEx("Not implemented.", ErrorExSeverity.WARNING);
return false;
}
/**
\brief Method to tell the particle to reset
\return \p bool Whether the particle successfully reset
*/
bool ResetParticle()
{
ErrorEx("Not implemented.", ErrorExSeverity.WARNING);
return false;
}
/**
\brief Method to tell the particle to restart (reset + play)
\return \p bool Whether the particle successfully restarted
*/
bool RestartParticle()
{
ErrorEx("Not implemented.", ErrorExSeverity.WARNING);
return false;
}
/**
\brief Ask if the particle is still playing
\return \p bool Whether the particle is playing
*/
bool IsParticlePlaying()
{
ErrorEx("Not implemented.", ErrorExSeverity.WARNING);
return false;
}
//@}
/**
\brief Get the events
\return \p ParticleEvents If there is any events set, this will return them so that additional functionality can be bound to them
*/
ParticleEvents GetEvents()
{
return m_EventInvokers;
}
/** \name Events
* ParticleBase events
* For ParticleSource, these are handed on C++ side
* For more information, read ParticleEvents
*/
//@{
/**
\brief Event when the particle starts
*/
protected void OnParticleStart()
{
m_IsPlaying = true;
GetEvents().Event_OnParticleStart.Invoke(this);
}
/**
\brief Event when the particle stops
*/
protected void OnParticleStop()
{
m_IsPlaying = false;
GetEvents().Event_OnParticleStop.Invoke(this);
}
/**
\brief Event when the particle is restarted
*/
protected void OnParticleReset()
{
GetEvents().Event_OnParticleReset.Invoke(this);
}
/**
\brief Event when the particle ends
\note Looping particles will never end
*/
protected void OnParticleEnd()
{
GetEvents().Event_OnParticleEnd.Invoke(this);
}
/**
\brief Event when the particle receives a parent
*/
protected void OnParticleParented(IEntity parent)
{
GetEvents().Event_OnParticleParented.Invoke(this);
}
/**
\brief Event when the particle is orphaned
*/
protected void OnParticleUnParented(IEntity parent)
{
GetEvents().Event_OnParticleUnParented.Invoke(this);
}
//@}
}