placeable resource deposits in the map editor

This commit is contained in:
devZoGok
2023-10-07 17:29:27 +03:00
parent 3696158e78
commit 9fcccb498d
7 changed files with 59 additions and 6 deletions
+13 -2
View File
@@ -2,6 +2,7 @@
#include "gameManager.h"
#include "defConfigs.h"
#include "cameraController.h"
#include "gameObjectFactory.h"
#include "gameObjectFrameController.h"
#include "player.h"
#include "map.h"
@@ -56,6 +57,7 @@ namespace battleship{
AssetManager *assetManager = AssetManager::getSingleton();
assetManager->load(basePath + "Models/Units/", true);
assetManager->load(basePath + "Models/Resources/", true);
assetManager->load(basePath + DEFAULT_TEXTURE);
}
@@ -583,9 +585,18 @@ namespace battleship{
switch((Bind)bind){
case Bind::LOOK_AROUND:
if(ufCtr->isPlacingFrames()){
Player *player = Map::getSingleton()->getPlayer(0);
Map *map = Map::getSingleton();
Player *player = map->getPlayer(0);
GameObjectFrame &frame = ufCtr->getGameObjectFrame(0);
player->addUnit(new Unit(player, frame.getId(), frame.getModel()->getPosition(), frame.getModel()->getOrientation()));
Model *model = frame.getModel();
Vector3 pos = model->getPosition();
Quaternion rot = model->getOrientation();
if(frame.getType() == GameObject::Type::RESOURCE_DEPOSIT){
ResourceDeposit *dep = GameObjectFactory::createResourceDeposit(frame.getId(), pos, rot);
}
else
player->addUnit(GameObjectFactory::createUnit(player, frame.getId(), pos, rot));
}
else
CameraController::getSingleton()->setLookingAround(isPressed);