Removed the old (uncleaned) spell data related classes.

This commit is contained in:
Relintai 2019-09-12 23:45:28 +02:00
parent 2578bbb0ba
commit add4ab2b51
7 changed files with 0 additions and 280 deletions

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@ -1,6 +0,0 @@
#include "PlayerLocalSpellData.h"
namespace BS {
namespace Player {
}
}

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#pragma once
#include <System/System.h>
using namespace System;
namespace BS {
namespace Player {
class PlayerLocalSpellData : public virtual Object
{
};
}
}

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#include "PlayerLocalTargetNextPrevSpellData.h"
namespace BS {
namespace Player {
PlayerLocalTargetNextPrevSpellData::PlayerLocalTargetNextPrevSpellData(WorldEntity* owner){
LAYER = 2048;
rch = new Array<RaycastHit>(100);
direction = new Vector3((float)0, (float)1, (float)0);
enemyTargets = new List_T<WorldEntity>();
this->owner = owner;
this->tc = owner->GetComponent<TargetComponent>();
}
void PlayerLocalTargetNextPrevSpellData::Refresh()
{
WorldEntity* cTarget = this->tc->CTarget;
this->enemyTargetindex = 0;
this->enemyTargets->Clear();
int num = Physics::SphereCastNonAlloc(this->owner->transform->position, (float)20, this->direction, this->rch, (float)0, this->LAYER);
for (int i = 0; i < num; i += 1) {
RaycastHit* raycastHit = this->rch->GetData(i);
WorldEntity* component = raycastHit->collider->gameObject->GetComponent<WorldEntity>();
if (!*component == this->owner) {
if (*component == *cTarget) {
this->enemyTargetindex = i;
}
this->enemyTargets->Add(component);
}
}
}
void PlayerLocalTargetNextPrevSpellData::TargetNextEnemy()
{
if (this->enemyTargets->Count == 0) {
return;
}
this->enemyTargetindex += 1;
if (this->enemyTargetindex >= this->enemyTargets->Count) {
this->enemyTargetindex = 0;
}
this->tc->SetTarget(this->enemyTargets->GetData(this->enemyTargetindex));
}
void PlayerLocalTargetNextPrevSpellData::TargetPreviousEnemy()
{
if (this->enemyTargets->Count == 0) {
return;
}
this->enemyTargetindex -= 1;
if (this->enemyTargetindex < 0) {
this->enemyTargetindex = this->enemyTargets->Count - 1;
}
this->tc->SetTarget(this->enemyTargets->GetData(this->enemyTargetindex));
}
}
}

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#pragma once
#include <System/System.h>
#include "PlayerLocalSpellData.h"
#include "WorldEntity.h"
#include <System/Collections/Generic/List.h>
#include "TargetComponent.h"
#include "Vector3.h"
#include "RaycastHit.h"
#include "Physics.h"
using namespace System::Collections::Generic;
using namespace UnityEngine;
using namespace System;
namespace BS {
namespace Player {
class PlayerLocalTargetNextPrevSpellData : public virtual PlayerLocalSpellData, public virtual Object
{
private:
List_T<WorldEntity>* enemyTargets;
private:
int enemyTargetindex;
private:
WorldEntity* owner;
private:
TargetComponent* tc;
private:
Vector3* direction;
private:
Array<RaycastHit>* rch;
private:
int LAYER;
public:
PlayerLocalTargetNextPrevSpellData(WorldEntity* owner);
public:
void Refresh();
public:
void TargetNextEnemy();
public:
void TargetPreviousEnemy();
};
}
}

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#include "PlayerSpellCooldownData.h"
float PlayerSpellCooldownData::getCooldown(){
return this->cooldown;
}
void PlayerSpellCooldownData::setCooldown(float value)
{
this->cooldown = value;
}
float PlayerSpellCooldownData::getRemainingCooldown()
{
return this->remainingCooldown;
}
void PlayerSpellCooldownData::setRemainingCooldown(float value)
{
this->remainingCooldown = value;
}
PlayerSpellCooldownData::PlayerSpellCooldownData()
{
}
PlayerSpellCooldownData::PlayerSpellCooldownData(int spellId, float cooldown, float remainingCooldown) : PlayerSpellData(spellId)
{
this->setCooldown(cooldown);
this->setRemainingCooldown(remainingCooldown);
}
void PlayerSpellCooldownData::Update(PlayerSpellDataComponent* psdc)
{
this->remainingCooldown -= Time::deltaTime;
if (this->remainingCooldown <= (float)0) {
psdc->RemoveSSpellData(this);
}
}
void PlayerSpellCooldownData::Serialize(JsonWriter* w)
{
PlayerSpellCooldownData::ToJSON(this, w);
}
void PlayerSpellCooldownData::ToJSON(PlayerSpellCooldownData* psdc, JsonWriter* w)
{
w->WritePropertyName(new String("PlayerSpellData"));
w->WriteStartObject();
w->WritePropertyName(new String("Cooldown"));
w->WriteValue(psdc->getCooldown());
w->WritePropertyName(new String("RemainingCooldown"));
w->WriteValue(psdc->getRemainingCooldown());
w->WriteEndObject();
}
void PlayerSpellCooldownData::FromJSON(PlayerSpellCooldownData* psdc, JsonReader* r)
{
while (r->Read()) {
if (r->TokenType == JsonToken::PropertyName) {
String* a = (String*)(r->Value);
if (!*a == *(new String("Cooldown"))) {
if (*a == *(new String("RemainingCooldown"))) {
psdc->setRemainingCooldown((float)(r->ReadAsDouble()->Value));
}
}
else {
psdc->setCooldown((float)(r->ReadAsDouble()->Value));
}
}
else {
if (r->TokenType == JsonToken::EndObject) {
break;
}
}
}
}

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#pragma once
#include <System/System.h>
#include "PlayerSpellData.h"
#include "PlayerSpellDataComponent.h"
#include "Time.h"
#include "JsonWriter.h"
#include "JsonReader.h"
#include "JsonToken.h"
using namespace UnityEngine;
using namespace Newtonsoft::Json;
using namespace System;
//Forward Declaration
class PlayerSpellData;
class PlayerSpellCooldownData : public virtual PlayerSpellData, public virtual Object{
private:
float cooldown;
private:
float remainingCooldown;
public:
float getCooldown();
public:
void setCooldown(float value);
public:
float getRemainingCooldown();
public:
void setRemainingCooldown(float value);
public:
PlayerSpellCooldownData();
public:
PlayerSpellCooldownData(int spellId, float cooldown, float remainingCooldown);
public:
virtual void Update(PlayerSpellDataComponent* psdc);
public:
virtual void Serialize(JsonWriter* w);
public:
static void ToJSON(PlayerSpellCooldownData* psdc, JsonWriter* w);
public:
static void FromJSON(PlayerSpellCooldownData* psdc, JsonReader* r);
};

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using Newtonsoft.Json;
using UnityEngine;
/// <summary>
/// Base SpellData class.
/// </summary>
[System.Serializable]
public class PlayerSpellData {
[SerializeField]
int spellId;
public int SpellId { get { return spellId; } set { spellId = value; } }
public PlayerSpellData() {}
public PlayerSpellData(int spellId)
{
this.spellId = spellId;
}
public virtual void Update(PlayerSpellDataComponent psdc)
{
}
public virtual void Serialize(JsonWriter w)
{
ToJSON(this, w);
}
public static void ToJSON(PlayerSpellData psdc, JsonWriter w)
{
w.WritePropertyName("PlayerSpellData");
w.WriteStartObject();
w.WritePropertyName("SpellId");
w.WriteValue(psdc.spellId);
w.WriteEndObject();
}
public static void FromJSON(PlayerSpellData psdc, JsonReader r)
{
while (r.Read())
{
if (r.TokenType == JsonToken.PropertyName)
{
switch ((string)r.Value)
{
case "SpellId":
psdc.spellId = (int)r.ReadAsInt32();
break;
}
}
else if (r.TokenType == JsonToken.EndObject)
{
break;
}
}
}
}