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gameObject.h
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158 lines (144 loc) · 5.18 KB
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//--------------------------------------------------------------------------------
// ゲームオブジェクトスーパークラス
// gameObject.h
// Author : Xu Wenjie
// Date : 2017-04-26
//--------------------------------------------------------------------------------
#pragma once
//--------------------------------------------------------------------------------
// インクルードファイル
//--------------------------------------------------------------------------------
#include "gameObjectManager.h"
#include "transformComponent.h"
#include "behaviorComponent.h"
#include "drawComponent.h"
#include "rigidbodyComponent.h"
#include "meshComponent.h"
#include "colliderComponent.h"
//--------------------------------------------------------------------------------
// 前方宣言
//--------------------------------------------------------------------------------
//--------------------------------------------------------------------------------
// クラス宣言
//--------------------------------------------------------------------------------
//--------------------------------------------------------------------------------
// ゲームオブジェクトクラス
//--------------------------------------------------------------------------------
class CGameObject
{
friend CGameObjectManager;
public:
//--------------------------------------------------------------------------------
// 関数定義
//--------------------------------------------------------------------------------
CGameObject(const GOM::PRIORITY& pri);
~CGameObject() {}
virtual bool Init(void)
{
m_pTransform->Init();
for (auto pBehavior : m_listpBehavior) { pBehavior->Init(); }
m_pRigidbody->Init();
for (auto pCollider : m_listpCollider) { pCollider->Init(); }
m_pMesh->Init();
m_pDraw->Init();
return true;
}
virtual void Uninit(void)
{
m_pTransform->Release();
for (auto itr = m_listpBehavior.begin(); itr != m_listpBehavior.end();)
{
(*itr)->Release();
itr = m_listpBehavior.erase(itr);
}
m_pRigidbody->Release();
for (auto itr = m_listpCollider.begin(); itr != m_listpCollider.end();)
{
(*itr)->Release();
itr = m_listpCollider.erase(itr);
}
m_pMesh->Release();
m_pDraw->Release();
}
virtual void Update(void)
{
if (!m_bActive) { return; }
swapParam();
for (auto pBehavior : m_listpBehavior) { pBehavior->Update(); }
m_pRigidbody->Update();
for (auto pCollider : m_listpCollider) { pCollider->Update(); }
}
virtual void LateUpdate(void)
{
if (!m_bActive) { return; }
m_pRigidbody->LateUpdate();
for (auto pBehavior : m_listpBehavior) { pBehavior->LateUpdate(); }
m_pMesh->Update();
m_pTransform->UpdateMatrix();
}
virtual void Draw(void)
{
if (!m_bActive) { return; }
m_pDraw->Draw();
#ifdef _DEBUG
DrawNormal();
#endif
}
void Release(void);
//Get関数
auto GetTransformComponent(void) const { return m_pTransform; }
auto& GetBehaviorComponent(void) { return m_listpBehavior; }
auto GetMeshComponent(void) const { return m_pMesh; }
auto GetDrawComponent(void) const { return m_pDraw; }
auto GetRigidbodyComponent(void) const { return m_pRigidbody; }
auto& GetColliderComponent(void) const { return m_listpCollider; }
const auto& GetName(void) const { return m_strName; }
const auto& GetParentName(void) const
{
auto pParent = m_pTransform;
while (pParent->GetParent()) { pParent = pParent->GetParent(); }
return pParent->GetGameObject()->GetName();
}
const auto& GetTag(void) const { return m_strTag; }
bool IsActive(void) const { return m_bActive; }
//Set関数
void SetMeshComponent(CMeshComponent* pMesh) { m_pMesh = pMesh; }
void SetDrawComponent(CDrawComponent* pDraw) { m_pDraw = pDraw; }
void SetRigidbodyComponent(CRigidbodyComponent* pRb) { m_pRigidbody = pRb; }
void SetActive(const bool& bActive);
void SetAlive(const bool& bAlive);
void SetName(const string& strName) { m_strName = strName; }
void SetTag(const string& strTag) { m_strTag = strTag; }
void AddBehavior(CBehaviorComponent* pBehavior);
void AddCollider(CColliderComponent* pCollider);
void DeleteCollider(CColliderComponent* pCollider);
protected:
//--------------------------------------------------------------------------------
// 関数定義
//--------------------------------------------------------------------------------
virtual void swapParam(void);
//--------------------------------------------------------------------------------
// 変数定義
//--------------------------------------------------------------------------------
//コンポネント
CTransformComponent* m_pTransform; //位置関係パーツ
list<CBehaviorComponent*> m_listpBehavior;//行動コンポネント
CRigidbodyComponent* m_pRigidbody; //物理処理パーツ
list<CColliderComponent*> m_listpCollider;//コリジョンパーツ
CMeshComponent* m_pMesh; //メッシュパーツ
CDrawComponent* m_pDraw; //描画処理パーツ
private:
#ifdef _DEBUG
void DrawNormal(void);
#endif
//パラメーター(管理用)
bool m_bActive; //活動フラグ
bool m_bAlive; //生きるフラグ
GOM::PRIORITY m_pri; //優先度
string m_strName; //オブジェクトの名前
string m_strTag; //オブジェクトのタグ
//ヌルコンポネント
static CNullRigidbodyComponent s_nullRigidbody;
static CNullMeshComponent s_nullMesh;
static CNullDrawComponent s_nullDraw;
};