65 lines
2.3 KiB
Ucode
65 lines
2.3 KiB
Ucode
/**
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* Author: dkanus
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* Home repo: https://www.insultplayers.ru/git/AcediaFramework/AcediaCore
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* License: GPL
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* Copyright 2024 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class EntityRef extends AcediaObject
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abstract;
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var private Text templateName;
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var private Entity entityReference;
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/// Destroys the currently referred to entity and attempts to create a new one
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/// from the provided template.
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///
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/// This function's main purpose is to make [`EntityRef`] usable for automating
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/// creation of sub-entities for a component.
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/// Indeed, when an entity is created from a template, following happens:
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///
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/// 1. All components from the template are copied into the new entity as-is,
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/// i.e. like [`Component::Copy`] would.
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/// 2. If any of these components contain [`EntityRef`] objects, then
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/// [`EntityRef::Recreate`] is called for them, therefore creating and
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/// storing sub-entities.
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///
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/// Main example where this is necessary is a weapon component.
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/// It contains arrays with references to firing entities, which must be
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/// created anew for each new weapon.
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public function Recreate();
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/// Returns template for creating an entity when [`EntityRef::Recreate`]
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/// method is called.
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public final function Text GetDefaultTemplate() {
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if (templateName != none) {
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return templateName.Copy();
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}
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return none;
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}
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/// Returns reference to stored [`Entity`], if any is stored.
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public final function Entity Get() {
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if (entityReference != none) {
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entityReference.NewRef();
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return entityReference;
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}
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return none;
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}
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defaultproperties {
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} |