Fission FSN
Loading...
Searching...
No Matches
gfCPairsMiniGameLogicComponent.h
Go to the documentation of this file.
1/********************************************************************
2*
3* File: gfCPairsMiniGameLogicComponent.h
4*
5* Purpose: Logic component added to a scene to control the
6* pairs as a mini game - need to
7* track them and reset if required
8*
9*********************************************************************/
10
11#ifndef gfCPairsMiniGameLogicComponenthdr
12#define gfCPairsMiniGameLogicComponenthdr
13
15#include "../gfIMinigameLogic.h"
16
18
20{
21 friend class fsCComponentFactory;
22
23public:
24
29
30 fsBool shuffleGet() const;
32
33 std::vector<gfCPairsMinigameComponent*> gamePiecesGet() const;
34 static const fsCUniqueId mTypeId;
35
36protected:
37
38 void skipDo() override;
39
40 void listenersRegisterDo() override;
41 void listenersDeregisterDo() override;
42 fsBool messageProcessDo(const fsCUniqueId& pMessageType,
43 const fsIMessageDispatcher::sMessageParameters& pParam) override;
44
45 void resetDo() override;
46 void deserialiseDo() override;
47 void serialiseDo() override;
48
49 void initialiseFromVariableTableDo(const fsCVariableTable& pVars) override;
50
51 static fsIComponent* create(fsCEntity* pParent);
52
55
56private:
57
58 void transitionSet(const fsStr& pFade);
59 void gamePiecesCollect();
60
61 std::vector<gfCPairsMinigameComponent*> mGamePieces;
62
63 eTRANSITION mTransition = eFADE;
64 fsBool mShuffle = false;
65};
66
67#endif
Definition fsCEntity.h:39
Definition fsCUniqueId.h:21
Definition fsCVariableTable.h:27
fsIComponent(fsCEntity *pParent)
Definition fsIComponent.cpp:86
Definition fsStr.h:23
gfCPairsMiniGameLogicComponent(fsCEntity *pParent)
Definition gfCPairsMiniGameLogicComponent.cpp:108
fsBool messageProcessDo(const fsCUniqueId &pMessageType, const fsIMessageDispatcher::sMessageParameters &pParam) override
Definition gfCPairsMiniGameLogicComponent.cpp:62
friend class fsCComponentFactory
Definition gfCPairsMiniGameLogicComponent.h:21
void resetDo() override
Definition gfCPairsMiniGameLogicComponent.cpp:32
std::vector< gfCPairsMinigameComponent * > gamePiecesGet() const
Definition gfCPairsMiniGameLogicComponent.cpp:27
void listenersRegisterDo() override
Definition gfCPairsMiniGameLogicComponent.cpp:50
void serialiseDo() override
Definition gfCPairsMiniGameLogicComponent.cpp:40
void skipDo() override
Definition gfCPairsMiniGameLogicComponent.cpp:36
static fsIComponent * create(fsCEntity *pParent)
Definition gfCPairsMiniGameLogicComponent.cpp:103
virtual ~gfCPairsMiniGameLogicComponent()
Definition gfCPairsMiniGameLogicComponent.cpp:113
void deserialiseDo() override
Definition gfCPairsMiniGameLogicComponent.cpp:45
void listenersDeregisterDo() override
Definition gfCPairsMiniGameLogicComponent.cpp:56
eTRANSITION
Definition gfCPairsMiniGameLogicComponent.h:25
@ eROTATE
Definition gfCPairsMiniGameLogicComponent.h:27
@ eFADE
Definition gfCPairsMiniGameLogicComponent.h:26
fsBool shuffleGet() const
Definition gfCPairsMiniGameLogicComponent.cpp:17
static const fsCUniqueId mTypeId
Definition gfCPairsMiniGameLogicComponent.h:34
eTRANSITION transitionGet() const
Definition gfCPairsMiniGameLogicComponent.cpp:22
void initialiseFromVariableTableDo(const fsCVariableTable &pVars) override
Definition gfCPairsMiniGameLogicComponent.cpp:94
Definition gfCPairsMinigameComponent.h:26
gfIMinigameLogic(fsCEntity *pParent)
Definition gfIMinigameLogic.cpp:38
bool fsBool
Definition fsBaseTypes.h:26
Definition fsIMessageDispatcher.h:32