Working on game states
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10 files changed
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@@ -141,7 +141,7 @@ namespace ZL {
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api.set_function("deactivate_interactive_object", [loc](const std::string& objectName) {
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for (auto& intObj : loc->interactiveObjects) {
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if (intObj.loadedObject.name == objectName) {
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intObj.isActive = false;
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intObj.state.isActive = false;
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std::cout << "[script] deactivate_interactive_object: " << objectName << std::endl;
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return;
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}
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@@ -153,7 +153,7 @@ namespace ZL {
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api.set_function("activate_interactive_object", [loc](const std::string& objectName) {
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for (auto& intObj : loc->interactiveObjects) {
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if (intObj.loadedObject.name == objectName) {
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intObj.isActive = true;
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intObj.state.isActive = true;
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std::cout << "[script] activate_interactive_object: " << objectName << std::endl;
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return;
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}
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@@ -164,7 +164,7 @@ namespace ZL {
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api.set_function("set_object_rotation", [loc](const std::string& objectName, float value) {
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for (auto& intObj : loc->interactiveObjects) {
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if (intObj.loadedObject.name == objectName) {
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intObj.rotationY = value * static_cast<float>(M_PI) / 180.f;
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intObj.state.rotationY = value * static_cast<float>(M_PI) / 180.f;
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std::cout << "[script] set_object_rotation: " << objectName << " " << value << std::endl;
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return;
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}
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@@ -175,7 +175,7 @@ namespace ZL {
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api.set_function("set_object_alpha", [loc](const std::string& objectName, float value) {
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for (auto& intObj : loc->interactiveObjects) {
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if (intObj.loadedObject.name == objectName) {
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intObj.alpha = value;
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intObj.state.alpha = value;
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std::cout << "[script] set_object_alpha: " <<objectName << " " << value << std::endl;
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return;
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}
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@@ -538,7 +538,7 @@ namespace ZL {
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float durationSec, sol::object onComplete) {
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for (auto& intObj : loc->interactiveObjects) {
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if (intObj.loadedObject.name != name) continue;
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if (intObj.isAnimating) {
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if (intObj.state.isAnimating) {
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std::cerr << "[script] move_object: '" << name << "' is already animating\n";
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return;
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}
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@@ -565,7 +565,7 @@ namespace ZL {
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float durationSec, sol::object onComplete) {
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for (auto& intObj : loc->interactiveObjects) {
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if (intObj.loadedObject.name != name) continue;
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if (intObj.isAnimating) {
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if (intObj.state.isAnimating) {
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std::cerr << "[script] rotate_object: '" << name << "' is already animating\n";
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return;
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}
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@@ -581,7 +581,7 @@ namespace ZL {
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};
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}
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const float angleRad = angleDeg * static_cast<float>(M_PI) / 180.f;
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intObj.rotateTo(intObj.rotationY + angleRad, durationSec, std::move(cb));
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intObj.rotateTo(intObj.state.rotationY + angleRad, durationSec, std::move(cb));
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return;
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}
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std::cerr << "[script] rotate_object: object '" << name << "' not found\n";
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@@ -593,7 +593,7 @@ namespace ZL {
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float durationSec, sol::object onComplete) {
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for (auto& intObj : loc->interactiveObjects) {
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if (intObj.loadedObject.name != name) continue;
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if (intObj.isAnimating) {
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if (intObj.state.isAnimating) {
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std::cerr << "[script] fade_object: '" << name << "' is already animating\n";
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return;
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}
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@@ -620,7 +620,7 @@ namespace ZL {
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float durationSec, sol::object onComplete) {
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for (auto& intObj : loc->interactiveObjects) {
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if (intObj.loadedObject.name != name) continue;
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if (intObj.isAnimating) {
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if (intObj.state.isAnimating) {
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std::cerr << "[script] scale_object: '" << name << "' is already animating\n";
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return;
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}
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