refactored unit, projectile and resource deposit data scripts with coresponding namespaces

This commit is contained in:
devZoGok
2023-10-07 16:36:37 +03:00
parent cf9ac6199e
commit 3696158e78
22 changed files with 648 additions and 596 deletions
+4 -4
View File
@@ -23,7 +23,7 @@ namespace battleship{
using namespace configData;
using namespace gameBase;
Projectile::Projectile(Unit *unit, Node *node, Vector3 pos, Vector3 dir, Vector3 left, Vector3 up, int id, int weaponTypeId, int weaponId) : GameObject(id, unit->getPlayer(), pos, Quaternion::QUAT_W){
Projectile::Projectile(Unit *unit, Node *node, Vector3 pos, Vector3 dir, Vector3 left, Vector3 up, int id, int weaponTypeId, int weaponId) : GameObject(GameObject::Type::PROJECTILE, id, unit->getPlayer(), pos, Quaternion::QUAT_W){
this->unit = unit;
this->id = id;
this->weaponTypeId = weaponTypeId;
@@ -43,7 +43,7 @@ namespace battleship{
}
void Projectile::initProperties(int weaponId){
sol::state_view SOL_LUA_STATE = generateView();
sol::table SOL_LUA_STATE = generateView()[GameObject::getGameObjTableName()];
rayLength = SOL_LUA_STATE["rayLength"][id + 1][weaponTypeId + 1][weaponId + 1];
damage = SOL_LUA_STATE["damage"][id + 1][weaponTypeId + 1][weaponId + 1];
speed = SOL_LUA_STATE["speed"][id + 1][weaponTypeId + 1][weaponId + 1];
@@ -51,7 +51,7 @@ namespace battleship{
void Projectile::initModel(Node *node){
if(!node){
sol::state_view SOL_LUA_STATE = generateView();
sol::table SOL_LUA_STATE = generateView()[GameObject::getGameObjTableName()];
string meshPath = SOL_LUA_STATE["meshPath"][id + 1][weaponTypeId + 1];
this->node = new Model(meshPath);
@@ -72,7 +72,7 @@ namespace battleship{
void Projectile::initSound(){
GameManager *gm = GameManager::getSingleton();
sol::state_view SOL_LUA_STATE = generateView();
sol::table SOL_LUA_STATE = generateView()[GameObject::getGameObjTableName()];
string unitName = SOL_LUA_STATE["name"][id + 1];
string projectileName = SOL_LUA_STATE["projectileName"][id + 1][weaponTypeId + 1];
string p1 = gm->getPath() + "Sounds/" + unitName + "s/" + projectileName + ".ogg";